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Old 19 December 2018, 14:40   #161
touko
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Originally Posted by DamienD View Post
No, this version is definitely by leathered

Unfortunately Paul passed away at too young an age
Yes it's tragic,and it would be incredible to have a finished version,it looked very promising .
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Old 19 December 2018, 18:18   #162
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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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Old 19 December 2018, 18:49   #163
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Leathered code basically overcome the original bugs encountered with FF OCS.
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Old 20 December 2018, 08:47   #164
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Originally Posted by dlfrsilver View Post
Leathered code basically overcome the original bugs encountered with FF OCS.
Yes but an AGA machine help a lot too .
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Old 20 December 2018, 11:11   #165
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yes but it's not related in this particular case Touko, it was a programming problem at first.
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Old 20 December 2018, 11:20   #166
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Originally Posted by dlfrsilver View Post
yes but it's not related in this particular case Touko, it was a programming problem at first.
Yes, but when you know all the details of the development,you can hardly say that FF is bad (of course it is, but not by aplin fault IMO).
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Old 20 December 2018, 11:46   #167
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Originally Posted by touko View Post
Yes, but when you know all the details of the development,you can hardly say that FF is bad (of course it is, but not by aplin fault IMO).
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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Old 20 December 2018, 11:53   #168
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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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Old 20 December 2018, 12:00   #169
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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
32 colors is not enough. this game needs 64 colors at minima to be good enough to look at.
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Old 20 December 2018, 12:02   #170
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32 colors is not enough. this game needs 64 colors at minima to be good enough to look at.
We could try. I think with copper we can do the magic!
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Old 20 December 2018, 12:02   #171
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We could try. I think with copper we can do the magic!
this is not possible, because this game uses too many unique colors.
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Old 20 December 2018, 12:04   #172
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this is not possible, because this game uses too many unique colors.
Ok, but we have to squeeze as much as possible from Amiga, not compelling about it's limitation!
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Old 20 December 2018, 12:12   #173
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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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Old 20 December 2018, 13:06   #174
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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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Old 20 December 2018, 16:16   #175
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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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Old 20 December 2018, 16:28   #176
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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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Old 20 December 2018, 22:29   #177
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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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Old 20 December 2018, 22:39   #178
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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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Old 21 December 2018, 07:18   #179
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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.
My point too!
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Old 21 December 2018, 21:25   #180
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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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