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Old 08 April 2024, 20:45   #21
Toni Galvez
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Quote:
Originally Posted by DanyPPC View Post
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.
I talked with Towebyte when he finished Missile Command game, he told me he was going to get time to work on Phoenix.

Some time later, I ask him again and he told me he does not have time to do it.

So, it is great that JOTD is working on Phoenix conversion.

One of my favorite arcade games.
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Old 09 April 2024, 03:16   #22
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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...
Ahh I forgot you're transcoding so it makes sense to use dual playfield there for 2 tile layers from the arcade. Maybe the starfield can be generated with sprites? Difficult I know and blitter is not really great for starfields.
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Old 09 April 2024, 07:00   #23
DanyPPC
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Quote:
Originally Posted by Toni Galvez View Post
I talked with Towebyte when he finished Missile Command game, he told me he was going to get time to work on Phoenix.

Some time later, I ask him again and he told me he does not have time to do it.

So, it is great that JOTD is working on Phoenix conversion.

One of my favorite arcade games.
Thanks for the info, and thanks to jotd to dedicate its time to Phoenix port.
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Old 09 April 2024, 07:13   #24
jotd
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Maybe the starfield can be generated with sprites? Difficult I know and blitter is not really great for starfields.
I did that for Galaxian and Scramble, but there it doesn't apply. Those aren't just random colored pixels but tiles. And as saimon said, boss ship use this scrolled background to move down (it's in the lower layer!)

Also you may have noted that stars disappear on vulture stages, that's because vultures exclusively use background tiles !
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Old 09 April 2024, 14:24   #25
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My 3rd Glow Icon Based on JohnsBargs's Cover Art (For ZX81)

Don't worry, this is my last icon for this future game port
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Old 10 April 2024, 14:44   #26
lmimmfn
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I did that for Galaxian and Scramble, but there it doesn't apply. Those aren't just random colored pixels but tiles. And as saimon said, boss ship use this scrolled background to move down (it's in the lower layer!)

Also you may have noted that stars disappear on vulture stages, that's because vultures exclusively use background tiles !
That makes sense, from memory, i never realised the stars disappeared on the vulture stages but my memory is probably playing tricks on me lol
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Old 10 April 2024, 18:50   #27
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I made a bit of box art based on the awesome Atari 2600 box and arcade logo.

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Old 13 April 2024, 00:29   #28
jotd
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WIP video [ Show youtube player ]
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Old 13 April 2024, 01:04   #29
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WIP video [ Show youtube player ]
seems amazing!
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Old 13 April 2024, 01:41   #30
phx
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Ohh... the game which defined my name in the early 80s is finally coming to the Amiga. The circle closes. I loved playing the Atari VCS version!
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Old 13 April 2024, 09:58   #31
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WOW it looks nice... like the rebirth of the phoenix
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Old 13 April 2024, 18:08   #32
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Looks great!
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Old 14 April 2024, 01:50   #33
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Loved it on the arcades!
It's awesome that Amiga will get a great port from the master of arcade conversations, jotd!!!
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Old 14 April 2024, 02:14   #34
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WIP video [ Show youtube player ]
Looks fantastic mate, can't wait to play this on my Amiga, one of my all time fav arcade games.
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Old 16 April 2024, 03:51   #35
Solo Kazuki
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Originally Posted by jotd View Post
Game uses 12 colors, so no biggie... but... uses 2 layers of tiles, which means... dual playfield, which means 8 colors max per playfield.
Maybe You can release AGA version with 16 colors per playfield?
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Old 16 April 2024, 10:01   #36
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Maybe You can release AGA version with 16 colors per playfield?

You mean enhanced colors? If I can find a graphic artist which can enhance the tilemaps yes, that could yield a nice result for a very low effort from me


Or maybe I'll try to do it myself, but for people who think I'm not a top amiga programmer (which I'm not), wait for my graphics
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Old 16 April 2024, 10:33   #37
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You mean enhanced colors? If I can find a graphic artist which can enhance the tilemaps yes, that could yield a nice result for a very low effort from me


Or maybe I'll try to do it myself, but for people who think I'm not a top amiga programmer (which I'm not), wait for my graphics
If no graphician will be available, what do You think about use graphic AI?
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Old 16 April 2024, 12:52   #38
jotd
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If no graphician will be available, what do You think about use graphic AI?

Toni proposed his help!


I have thought of A.I. to recolor stuff but that's not as easy as it seems.


I would have loved to use A.I. to enhance 16 colors games to 256 (Cadaver), unless someone wants to do it
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Old 16 April 2024, 16:54   #39
Pyromania
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I guess having a mini game added (full version of Gyruss) and a custom SAGA version for Vampire would defiantly be out of the question then, lol.
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Old 16 April 2024, 18:14   #40
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I'll see what I can do

I'd love to do Gyruss but without the commented disassembly I don't have the courage... Maybe someone can help, or at some point I change my mind.

That said ... The game uses one single Z80, sprites & tiles are rippable with MAME, game ROM size is 24k which is bigger than Donkey Kong or Moon Patrol by 8k, but okay, putting in my maybe list.

Last edited by jotd; 16 April 2024 at 18:22.
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