26 March 2019, 10:30 | #1 | |
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Decent port of Street Fighter II possible?
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04 April 2019, 04:37 | #2 | |
Code Kitten
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Sure, there would be less colors and less background animations but characters sizes and animations can be identical to the arcade. |
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04 April 2019, 07:33 | #3 | |
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I don't see how you could wrench this into the A500s meagre amount of RAM. And when I talk OCS, off course i talk about the most typical config (A500 with 512k/512k). |
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04 April 2019, 11:01 | #4 |
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Think about with better copper usage, with less big enemies and screen area what could have been done!
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04 April 2019, 19:50 | #5 | |
CaptainM68K-SPS France
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You need 4mb of ram at best to get the game with all the elements. |
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05 April 2019, 08:12 | #6 | |
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Which is: the amount of RAM you need for a proper SF2 port is too big for an A500. |
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05 April 2019, 08:17 | #7 |
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Or at least for an old-school, no-gotek no-HD no-A570 no-flashcard A500; if we store stuff in HD CD or flashcard then should be more doable with decently short loading times, however an optimization is definitely needed
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05 April 2019, 11:38 | #8 | |
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05 April 2019, 12:47 | #9 |
Inviyya Dude!
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07 April 2019, 21:14 | #10 | ||
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Taking the Chun-Li sprite sheet from the MegaDrive version as reference (cf attachment), there are multiple possible attack angles to reduce memory usage:
This sprite sheet (taken from here) is not complete but it is quite representative. SF II is not exactly CPU intensive so there is plenty of time to decompress the needed sprite data in the background while playing animations, especially given that animation frames usually last several frames. All in all, frankly, I am willing to bet a full kitten school that storing all sprite data is not a problem at all. |
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07 April 2019, 22:52 | #11 | |
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That sprite sheet mixes down to 72Kb when I take it down to 16 colours.... so taking out the crap it would probably fit into 64Kb. Now given that there'll be a second fighter we can double that making 128Kb... for performance reasons we'll be doubling that as well... so 256Kb for sprites in chip ram at any one time. Now SF2 has a screen area of roughly 640x256 pixels... and using 32 colour mode.. that would be... 80x256x5 = 102Kb... now you need to treble buffer it as well... so thats' well.. lets say 300kb chip ram. Add music and sound fx... say.. 300Kb chip ram) Game code probably 150Kb (fast ram or chip ram) So: Sprites = 256Kb Scenes = 300Kb Audio = 300Kb Code = 150Kb ------------------ Total 1006 Kb.. So you'd need an OCS Amiga with 1mb Chip ram, standard ECS or AGA. Can it be done justice on OCS.... just... ECS or AGA... 100% arcade port. Geezer |
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08 April 2019, 00:41 | #12 | |
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08 April 2019, 01:17 | #13 |
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With some sprites and background reductions, all is possible, and since it will use only 16 colors, we'll have a lot of spare ram
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08 April 2019, 04:14 | #14 | |||||
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Moreover, compression also likely eliminates redundancies across poses (as long as they are aligned on the same pixel boundaries). Finally, keep it mind that this is the MegaDrive version and that it lacks a few animations. I think it would be reasonable t o expect a compressed size for the full sprite sheet of around 80Kb. Quote:
We actually do not need to store flipped versions of the sprites since one frame is more than enough to flip the currently used sprite on the fly. Moreover, as said before, the sprite change occurs over several frames anyway so we have ample time to flip by hand. We could reserve a 128Kb flip table, but even that is not really necessary IMO. So, we are at 80 * 2 = 160Kb. Quote:
If some form of parallax scrolling is implemented (aside from the ground, which is trivial) that would also add to the requirements. However, triple buffering does not seem warranted since the rendering budget of each frame should be relatively stable. Moreover this would add one frame of input latency which is very undesirable for a fighting game. So, all in all I would also go for 300Kb of graphic RAM. The music is FM synth based so that would require relatively little memory but the samples are very likely to require a lot of space. It might be possible to compress them with ADPCM and decompress them on the fly though. I will go with your figure but this might require more consideration. Could be less since the main menu code can be quickly expunged from RAM once the fighters are selected and can be reloaded very quickly from disk if needed. The total would be only slight lower than yours: 910 Kb. So ECS 1Mb indeed. Quote:
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At least 32 colors per scanlines seem required... at the minimum. |
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08 April 2019, 08:03 | #15 |
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All is about OCS/ECS "force reduction" instead AGA. Let's say about AGA version - it is possible to made game with much less reductions. After all, there is already ECS/OCS version of Street Fighter II, and obstinate fixing about OCS/ECS requirements will end with similar game...
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08 April 2019, 09:02 | #16 |
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In my opinion the biggest problem with a SF2 port for the Amiga is the woeful state of controllers on our platform. Must work with a one button controller!
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08 April 2019, 10:06 | #17 |
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@alpine9000
Street Fighter II support 2 button joys, Super Street Fighter II Turbo even requires CD32 joypad. I don't understand what You mean... |
08 April 2019, 10:10 | #18 |
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Also the CD32 controller is a pain to read. It's very slow, requiring multiple slow operations to read all buttons. If it was back in the day and I was expecting big sales I'd think about using a parallel port adapter for Megadrive 6 button pads.
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08 April 2019, 10:10 | #19 | |
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Thats probably what he is talking about. I did not know it supported a 2 button joy though. Might have to chech that out |
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08 April 2019, 10:38 | #20 | |
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This really limits the audience for an OCS game. |
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