English Amiga Board


Go Back   English Amiga Board > Other Projects > project.Amiga Game Factory

 
 
Thread Tools
Old 07 April 2024, 21:27   #1
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,197
[WIP] Phoenix conversion

Another easy task you think?

C64 can certainly take it while decrypting RSA-encrypted messages?

Well.

Game uses 12 colors, so no biggie... but... uses 2 layers of tiles, which means... dual playfield, which means 8 colors max per playfield... It's also a tile-only game which is cool but at the same time annoying because tiles are 8x8 and we can't use the blitter or HW sprites... We'll have to use the blitter for double buffering I think.

So after a lot of head scratching, I figured out color approximations and adaptation of palette according to current level (not all colors are present at the same time).

Then transcoded game from Z80 disassembly (originally intel 80xx shit but Christopher from arcade museum had the bright idea to disassemble using Z80, which adapts perfectly to my Z80 translater!)

Some quite fast but deep RE and transcode from your servant, solving errors & link problems, and all (and after a graphics mockup), and at FIRST boot the amiga version of the game displays this:


Click image for larger version

Name:	008.png
Views:	230
Size:	6.4 KB
ID:	81971

not bad for a few evenings work.

https://jotd666.itch.io/phoenix500

Last edited by jotd; 23 April 2024 at 16:50.
jotd is offline  
Old 07 April 2024, 22:42   #2
kamelito
Zone Friend
 
kamelito's Avatar
 
Join Date: May 2006
Location: France
Posts: 1,801
Impressive skills!
I can hear the sound fx in my head.
kamelito is offline  
Old 08 April 2024, 00:18   #3
PascalDe73
PascalDe73
 
PascalDe73's Avatar
 
Join Date: Apr 2019
Location: Charleroi Belgium
Age: 51
Posts: 144
WOW

maybe a little too early but I've already created an icon

Best regards,

Pascal
Attached Thumbnails
Click image for larger version

Name:	PhoenixGlowIcon.jpg
Views:	97
Size:	48.8 KB
ID:	81975  
Attached Files
File Type: zip PhoenixGlowIcon.zip (48.0 KB, 35 views)
PascalDe73 is offline  
Old 08 April 2024, 00:30   #4
PascalDe73
PascalDe73
 
PascalDe73's Avatar
 
Join Date: Apr 2019
Location: Charleroi Belgium
Age: 51
Posts: 144
I've created a Second Glow Icon

Best regards,

Pascal
Attached Thumbnails
Click image for larger version

Name:	PhoenixGlowIcon2.jpg
Views:	119
Size:	217.3 KB
ID:	81977  
Attached Files
File Type: zip PhoenixGlowIcon2.zip (221.7 KB, 37 views)
PascalDe73 is offline  
Old 08 April 2024, 01:57   #5
stx2199
Registered User
 
Join Date: Sep 2023
Location: Venus
Posts: 163
Phoenix was the 1st arcade machine which I played back in 1981 or 1982
also the 1st arcade game that I learned to play well

It was a popular arcade that attracted masses but of course not at the level of ghost'n goblins or double dragon 1

anyways in the era you always had to wait to play because there were always 2 or 3 morons waiting for
stx2199 is offline  
Old 08 April 2024, 03:40   #6
demoniac
Registered User
 
Join Date: Jul 2005
Location: -
Posts: 1,696
I also played a bit of Phoenix. I had access to a Phoenix counterfeit arcade upright. I believe it was a counterfeit at least as the cabinet art didn't match the official one. Anyway, I'm interested in seeing how this turns out. Great progress so far!
demoniac is offline  
Old 08 April 2024, 03:49   #7
lmimmfn
Registered User
 
Join Date: May 2018
Location: Ireland
Posts: 674
Not sure that dual layers of tiles automatically translates to dual playfield unless there are problems with the blitter performance due to onscreen sprites/bobs?

Game has a single layer backdrop with stars and enemy sprites, am I missing something?

BTW not trying to annoy you, I just don't see the necessity for dual play restrictions and would absolutely love to have this on the Amiga so thanks for considering it.
lmimmfn is offline  
Old 08 April 2024, 06:08   #8
saimon69
J.M.D - Bedroom Musician
 
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,529
Quote:
Originally Posted by lmimmfn View Post
Not sure that dual layers of tiles automatically translates to dual playfield unless there are problems with the blitter performance due to onscreen sprites/bobs?

Game has a single layer backdrop with stars and enemy sprites, am I missing something?
The boss level ship is in the same playfield as the stars - ok the destructible part can migrate in the other playfield probably

AND for those that do not know, that boss design is a reference to the Comet Empire in BattleShip Yamato - also called Star Blazers


Last edited by saimon69; 08 April 2024 at 06:18.
saimon69 is offline  
Old 08 April 2024, 07:16   #9
DanyPPC
Registered User
 
Join Date: Dec 2016
Location: Italy
Posts: 732
This is my first arcade shoot'em up I played, some time ago I asked jotd if a conversion was possible, and today to my great surprise I will be satisfied.
DanyPPC is offline  
Old 08 April 2024, 07:53   #10
Pyromania
Moderator
 
Pyromania's Avatar
 
Join Date: Jan 2002
Location: Chicago, IL
Posts: 3,375
Nice, I always loved that game in the arcade.
Pyromania is offline  
Old 08 April 2024, 09:26   #11
drHirudo
Amiga user
 
drHirudo's Avatar
 
Join Date: Nov 2008
Location: Sofia / Bulgaria
Posts: 459
Phoenix is a nice game that has lots of spinoffs, bootlegs and clones.

Licensed releases:
"Phoenix [Maxi model]" (Centuri, Inc.)
"Phoenix [Upright model]" (Centuri, Inc.)
"Phoenix [Japanese Cocktail Table]" (Taito Corp.)

Known Bootlegs/Hacks:
Phoenix (Irecsa G.G.I Corp.)
Phoenix (T.P.N.)
Griffon (Videotron)
Falcon (BGV)
Vautour (Jeutel)
Condor (Sidam)
Batman Part 2

I have 17 different playthroughs with the name Phoenix, and also many of the others.
I guess after adapting the game to the original version, the rest will be easy to implement/add as options.
drHirudo is offline  
Old 08 April 2024, 09:49   #12
DanyPPC
Registered User
 
Join Date: Dec 2016
Location: Italy
Posts: 732
Even Towebyte is working on a Phoenix conversion:
http://www.towerbyte.co.uk/software.html?i=3

but it never released it.

So a new arcade port from Jotd is very appreciated.
DanyPPC is offline  
Old 08 April 2024, 10:32   #13
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,197
Quote:
Originally Posted by lmimmfn View Post
Not sure that dual layers of tiles automatically translates to dual playfield unless there are problems with the blitter performance due to onscreen sprites/bobs?

Game has a single layer backdrop with stars and enemy sprites, am I missing something?

BTW not trying to annoy you, I just don't see the necessity for dual play restrictions and would absolutely love to have this on the Amiga so thanks for considering it.

Yes, I have done that for KarateChamp but the background was static.

Since background is scrolling and there are max 11 colors per layer originally, using dual playfield is the logical choice. The color adaptations I had to do are either completely negligible or unnoticeable (color not present on that layer on that level).

Using the blitter brutally to redraw everything is never a good idea as it's then very difficult to make a 50Hz game. I've made that experience with Moon Patrol backgrounds in ECS (not enough colors to go DPF) and it was not a full success...
jotd is offline  
Old 08 April 2024, 11:02   #14
str0m
Registered User
 
Join Date: Oct 2016
Location: Newcastle, UK
Posts: 264
High score on this at my local arcade and that's without doing the stage 2 birds bug
str0m is offline  
Old 08 April 2024, 12:04   #15
Coagulus
Gets there in the end...
 
Coagulus's Avatar
 
Join Date: Sep 2005
Location: Wales
Posts: 863
Pheenix on the Spectrum was an excellent version
Coagulus is offline  
Old 08 April 2024, 14:56   #16
PascalDe73
PascalDe73
 
PascalDe73's Avatar
 
Join Date: Apr 2019
Location: Charleroi Belgium
Age: 51
Posts: 144
I Found This Cover ART Box for ZX81

Credit : JohnsBargs

https://www.sinclairzxworld.com/view...p=41846#p41846

2nd Picture ... a small modification ....
Attached Thumbnails
Click image for larger version

Name:	Phoenixbukstersmall ZX81 COVER ART.png
Views:	59
Size:	194.6 KB
ID:	81981   Click image for larger version

Name:	Phoenix Arcade.jpg
Views:	47
Size:	546.6 KB
ID:	81982  

Last edited by PascalDe73; 08 April 2024 at 16:51.
PascalDe73 is offline  
Old 08 April 2024, 17:16   #17
acidbottle
Registered User
 
acidbottle's Avatar
 
Join Date: Jul 2018
Location: Scotland
Posts: 828
Fantastic this is next in the que! One of my very favorite games of all time, amazingly very few console or computer adaptations or clones. Guess it was a tricky one to replicate!

Pheenix on the Spectrum, as mentioned above, was about the only good one I ever stumbled upon.

Thanks jotd again on taking the mantle of this utter classic
acidbottle is offline  
Old 08 April 2024, 19:08   #18
agermose
Registered User
 
Join Date: Nov 2019
Location: Odense / Denmark
Posts: 220
Quote:
Originally Posted by jotd View Post
Yes, I have done that for KarateChamp but the background was static.

Since background is scrolling and there are max 11 colors per layer originally, using dual playfield is the logical choice. The color adaptations I had to do are either completely negligible or unnoticeable (color not present on that layer on that level).

Using the blitter brutally to redraw everything is never a good idea as it's then very difficult to make a 50Hz game. I've made that experience with Moon Patrol backgrounds in ECS (not enough colors to go DPF) and it was not a full success...
Looking forward to yet another classic from your hand

In my opinion Phoenix can also be done in single playfield mode, and run at 50hz, especially if it can run in 16 colours.
Barrel scroller for the background gfx, and bobs for the enemies (foreground layer).
The character scores can be done with hw sprites.

I'm sure you'll solve it regardless of which way you're going.
agermose is offline  
Old 08 April 2024, 19:47   #19
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,197
you're seeing it from a "redo from scratch" point of view.

With transcode there are some constraints which are difficult to transpose specially for that game. But you'll get a 1:1 game noone is going to see the difference anyway
jotd is offline  
Old 08 April 2024, 20:20   #20
demoniac
Registered User
 
Join Date: Jul 2005
Location: -
Posts: 1,696
Quote:
Originally Posted by drHirudo View Post
Phoenix is a nice game that has lots of spinoffs, bootlegs and clones.
I took a look at the cabinets of each bootleg/clone and they don't seem to match the one I played. Another interest tidbit about the one I played is that a similiar sized denomination that is 1/5 the normal price could work with the machine. Clearly, not enough effort was done here!

Let's see how JOTD end up implementing the original version.
demoniac is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
[WIP] Tetris conversion jotd project.Amiga Game Factory 153 07 January 2024 20:18
[WIP] Frogger conversion JoeJoe project.Amiga Game Factory 99 24 December 2023 13:11
[WIP] Super Bagman conversion jotd project.Amiga Game Factory 26 24 November 2023 08:07
[WIP] Galaxian conversion jotd project.Amiga Game Factory 107 16 July 2023 19:37
[WIP] Pengo conversion jotd project.Amiga Game Factory 95 14 July 2023 17:16

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 01:02.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.12297 seconds with 14 queries