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#161 | |
Registered User
Join Date: Dec 2017
Location: france
Posts: 197
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Quote:
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#162 |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,698
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Richard Aplin did amazing work, considering the FF can be run only on 512kb.
However, gameplay is very bad. With few tweaks here and there on the gameplay, I wouldn't mind graphics to stay as it is, and it would be best beat em up for the Amiga. I always wonder is it possible to get the original source code, and change it for better gameplay, and make it run on 1MB. I have no idea how much work hours would that be. P.S. Oh, and Leathered demo version is amazing, for sure. |
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#163 |
CaptainM68K-SPS France
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Leathered code basically overcome the original bugs encountered with FF OCS.
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#164 |
Registered User
Join Date: Dec 2017
Location: france
Posts: 197
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#165 |
CaptainM68K-SPS France
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yes
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#166 |
Registered User
Join Date: Dec 2017
Location: france
Posts: 197
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#167 |
CaptainM68K-SPS France
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Leathered worked without any source in blitz basic. FF was programming wise almost a no fault one. Alas, seeing the sprites doing the tex avery speeding run frames, no :/
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#168 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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I think with a little sprite reduction on size, even on OCS/ECS we can have a great conversion! 20%-30% less could make us to have 32 colors on screen
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#169 |
CaptainM68K-SPS France
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#170 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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#171 |
CaptainM68K-SPS France
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#172 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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#173 |
MI clan prevails
Join Date: Jul 2010
Location: Belgrade, Serbia
Posts: 1,443
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Nah nah. If you want Final Fight on Amiga done properly it has to be an AGA Amiga. And a moderately expanded one at that (030 + FAST RAM, HD install only). Then we could have 64-128 colors, sounds, the whole shebang. Anything else would give a crippled version.
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#174 |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,510
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You can do great things with properly choosed 32 colors palette, and for me, but maybe I'm alone, but the original ECS Final Fight is not that ugly with just 16 colors.
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#175 |
MI clan prevails
Join Date: Jul 2010
Location: Belgrade, Serbia
Posts: 1,443
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When making original content from ground up, sure. 16 colors can be enough, and 32 can look like a rainbow come to life. But for porting an established masterpiece that is Final Fight with its recognizable graphics, ECS wont cut it.
Even though it is possible to make beautiful stencil drawings you wouldn't copy "The Last Supper" with stencils. |
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#176 |
Banned
Join Date: May 2018
Location: Toronto
Posts: 158
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I think Final Fight with 32 colors can be just great. Smaller sprites can work too. I love SSF2 on Amiga and it has tiny sprites, but plays just like it should play, which is the most important thing!
Focus on getting the mechanics right, then make it look as good as technically possible. the end result will be fantastic. |
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#177 |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,698
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[ Show youtube player ]
Sega CD, and GBA version looks really cool to me (and of course Sharp). Do you think that OCS Amiga could do something like SNES version (even, if with that limit of 2-3 characters max on the screen)? Lookig at Atari ST orums, and I am surprised no one attempted remake. They did Wolf3D, but not FF. ![]() |
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#178 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,596
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People, do you think using a subset of sub-palettes (organized hierarchically in order of speed of access) plus masks/flags like was done for Powder (that was in 16 colors,though) - plus a 25/30 fps speed might help?
By the way have the full in-game soundtrack ready in two channels mod files that i did for another gig but was not used ^^ |
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#179 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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#180 |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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It doesn't look GREAT but it's far from being ugly. My problem with Amiga Final Fight if very far of being the graphics.
If the game played well with those graphics, I'd be very happy. Alas, if the game had the same weird animations, the same slowdowns, the same graphics but had the mechanics of the arcade game implemented properly, I'd already be happy. (Oh, and Music. Just 3 sound effects and no music is very lame. I know Richard Applin saved room for music and US Gold just never gave him any piece of music to put in the game. That's probably why the game has only 3 sound effects, he was saving memory/sound channels for the music) |
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Thread | Thread Starter | Forum | Replies | Last Post |
Final Fight AGA | Retro1234 | request.Old Rare Games | 66 | 25 April 2019 23:48 |
Final Fight crashing | Shatterhand | project.WHDLoad | 53 | 22 July 2016 02:36 |
New game vs Final Fight | leathered | Amiga scene | 8 | 28 April 2013 20:39 |
Ripping - Final Fight | BippyM | project.Sprites | 2 | 06 April 2005 19:53 |
Final Fight | Dastardly | support.Games | 3 | 01 June 2003 23:16 |
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