English Amiga Board


Go Back   English Amiga Board > Main > Retrogaming General Discussion

View Poll Results: What game do you want to see ported to the Amiga?
Rolling Thunder (Arcade) 21 6.58%
Gauntlet (Arcade) 29 9.09%
Shinobi (Arcade) 49 15.36%
Pacman (Arcade) 7 2.19%
Final Fight (Arcade) 35 10.97%
Rastan (Arcade) 30 9.40%
Side Arms (Arcade) 1 0.31%
Nemesis/Gradius (Arcade) 13 4.08%
Raiden (Arcade) 10 3.13%
Raiden II (Arcade) 11 3.45%
Space Invaders (Arcade) 2 0.63%
Bad Dudes vs Dragon Ninja (Arcade) 6 1.88%
Wonder Boy (Arcade) 46 14.42%
Axelay (SNES) 9 2.82%
Double Dragon (Arcade) 13 4.08%
None - Do my own game! 37 11.60%
Voters: 319. You may not vote on this poll

 
 
Thread Tools
Old 19 May 2021, 21:56   #521
Retro-Nerd
Missile Command Champion
 
Retro-Nerd's Avatar
 
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,435
Quote:
Originally Posted by jotd View Post
There's an unfinished good port of Kung Fu Master for ages now, but nothing seems to move ATM.

Side Arms is a very good game. Haven't played in a while now, but I remember completing it (with not that many credits). And AFAIR Amiga version is really not that good.

Dragonninja!!!... You're picking the right games whatever you choose!
Guess this is a matter of taste. I personally think that these 3 games aren't aged very well, compared to some other Arcade classics.
Retro-Nerd is offline  
Old 19 May 2021, 22:16   #522
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Bloody hell... I didn't realise that Wonderboy was up there.

No love for Hyper Sports or Green Beret then?
mcgeezer is offline  
Old 19 May 2021, 22:21   #523
Neil79
Autistic 'n IRN!
 
Join Date: Jul 2012
Location: -
Posts: 2,978
Quote:
Originally Posted by mcgeezer View Post
Bloody hell... I didn't realise that Wonderboy was up there.

No love for Hyper Sports or Green Beret then?
I have a huge fondness for Wonderboy, as for Green Beret well, I prefer that on the Amstrad . I know Earok took a stab at the game previously, but it could be much better!
Neil79 is offline  
Old 19 May 2021, 22:34   #524
Havie
Registered User
 
Havie's Avatar
 
Join Date: Mar 2012
Location: UK
Posts: 1,893
Side Arms with combination of keyboard and mouse might work well to replace the rotating joystick mechanism.

I started Trojan years ago but in Z80 on the Speccy - go as far as walking character with scrolling background but not further, wasn't really a finisher when I was 15! Good game and would have thought you could make a pretty decent port on a 500?
Havie is offline  
Old 19 May 2021, 22:39   #525
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Quote:
Originally Posted by Havie View Post
Side Arms with combination of keyboard and mouse might work well to replace the rotating joystick mechanism.
The easy thing about Side Arms is that all of the graphics and tile-sets are stored sequentially in ROM making them easy to extract, if I recall as well the sound is two channel.

Big game though... lots of work.
mcgeezer is offline  
Old 19 May 2021, 22:49   #526
roondar
Registered User
 
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,406
To be honest, I'd love Green Beret. But I never really played Wonderboy. Perhaps it's a great game.
roondar is offline  
Old 19 May 2021, 22:54   #527
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,412
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by mcgeezer View Post
I wouldn't specifically say I target AGA, it's just what I think will best do the game justice... for example, I'm thinking about doing Kung Fu Master because it's a nice short challenging game... but I'd do that on A500.





A much better version of Dragon Ninja could be done on A500 for sure, it's kind of nicely set out similar to the way Rygar was which enables colour splits down the screen to get the best out of dual playfield - you'd probably be looking at 25fps. AGA though could do it arcade perfect - no problem.

I'm surprised there's not much love for Side Arms, great two player shooter that I played alot in the arcades and a great AGA challenge. I've not done a shooter yet.
Side Arms is a great 256 colors game And of course, a super shooter from Capcom
dlfrsilver is offline  
Old 19 May 2021, 23:00   #528
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Quote:
Originally Posted by roondar View Post
To be honest, I'd love Green Beret. But I never really played Wonderboy. Perhaps it's a great game.
It's a fantastic game... well within the capabilities of the A500 stock.

Quote:
Originally Posted by dlfrsilver View Post
Side Arms is a great 256 colors game And of course, a super shooter from Capcom
Probably wouldn't put it in 256 colour mode.

If the new rewrite of emulating the Amiga chips ability to have full overscan with all 64 wide sprites available then.... well, all bets are on.
mcgeezer is offline  
Old 19 May 2021, 23:24   #529
acidbottle
Registered User
 
acidbottle's Avatar
 
Join Date: Jul 2018
Location: Scotland
Posts: 818
Quote:
Originally Posted by mcgeezer View Post
Bloody hell... I didn't realise that Wonderboy was up there.

No love for Hyper Sports or Green Beret then?
I'd love Hyper Sports, its a right button/stick smasher though. Doubt our fragile hardware could handle it!

Kung Fu Master would also be awesome, home versions of that were generally terrible. I'll also mention Shao-Lins Road .. Guts!
acidbottle is offline  
Old 20 May 2021, 06:45   #530
saimon69
J.M.D - Bedroom Musician
 
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,516
Quote:
Originally Posted by acidbottle View Post

Kung Fu Master would also be awesome, home versions of that were generally terrible. I'll also mention Shao-Lins Road .. Guts!
Seko is working in several ports included Kung Fu Master, been a while i don't see updates on that,though
saimon69 is online now  
Old 20 May 2021, 09:33   #531
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,281
Quote:
Originally Posted by dlfrsilver View Post
It runs on the Section Z arcade hardware. It uses 2xz80. GNG use a 6809.

GNG use 128 colors. Trojan use 256 colors (if we speak in computer palette).

Just the sprites takes 80 colors all in all, since you have 2-3 differents on screen, this means 48-64 colors. bosses for some levels are alone on screen.

This game on average displays 80-100 colors on screen dynamically.
It doesn't seems to have too many objects at ones on screen. So maybe it's possible to make it run at 50hz on OCS, with some graphics redux. Maybe it's even possible to have parallax with sprites. But the real deal is Ram to use for double or better triple buffer
sandruzzo is offline  
Old 20 May 2021, 10:18   #532
vulture
Registered User
 
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,840
I could be wrong, but the most enemies I've counted at once are 5 at 22:37 particular point and it seems like the arcade itself is slowing down a bit:

[ Show youtube player ]

Not a coder, but I believe OCS with dual playfield with some copper/sprite tricks could come very close to the original.
vulture is offline  
Old 20 May 2021, 11:43   #533
crazyc
Registered User
 
Join Date: May 2012
Location: Gravesend - UK
Posts: 927
I would definitely love to see Green Beret and Hypersports. I thought someone had said in a previous thread that they were taking a look at Green beret?

Also personally Beach Head was one I used to play on the c64 that I don't think ever got ported.
crazyc is offline  
Old 20 May 2021, 11:47   #534
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,281
Quote:
Originally Posted by vulture View Post
I could be wrong, but the most enemies I've counted at once are 5 at 22:37 particular point and it seems like the arcade itself is slowing down a bit:

[ Show youtube player ]

Not a coder, but I believe OCS with dual playfield with some copper/sprite tricks could come very close to the original.
I think 32 colors would be better. What are the actual enemies and player size?
sandruzzo is offline  
Old 20 May 2021, 12:04   #535
vulture
Registered User
 
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,840
No idea, but they don't seem too big. You're the coder here, I think 32 colours may be unnecessary tho, it doesn't seem very colourful. Wouldn't 4bp with copper changes be enough in your opinion?
vulture is offline  
Old 20 May 2021, 12:15   #536
kremiso
Registered User
 
Join Date: Dec 2020
Location: Italy
Posts: 1,895
Quote:
Originally Posted by mcgeezer View Post
The easy thing about Side Arms is that all of the graphics and tile-sets are stored sequentially in ROM making them easy to extract, if I recall as well the sound is two channel.

Big game though... lots of work.
kudos just for thinking at this
imo not easy to port as other in your og list
i'm thinking at the change of scrolling during gameplay, or at some big end of level bosses (ie level 2 iirc)
kremiso is offline  
Old 20 May 2021, 12:19   #537
CFou!
Moderator
 
CFou!'s Avatar
 
Join Date: Sep 2004
Location: France
Age: 50
Posts: 4,277
Quote:
Originally Posted by dlfrsilver View Post
Pang is a game using real 64 colors on screen (screen is splitting in strippes, each with its 16 colors palette).
I think Pang would be a very easy game to adapt in 256 colors due to the structure of the game (more simple than EOB 1&2 badly coded in C++).
with some patches to the loading codes, copperlists and display ...

but what interest? the A500 version is wonderful for me.

if it is to do as the BitmapBrother games...
I prefer the ECS version of Chaos Engine and Speed Ball 2 ...

For me an adaptation of a arcade game never converted on amiga as Trojan is better!

or badly converted as Ghouls & ghost...
CFou! is offline  
Old 20 May 2021, 12:53   #538
hitm4n
Registered User
 
hitm4n's Avatar
 
Join Date: Nov 2006
Location: Lincoln, UK
Posts: 604
Quote:
Originally Posted by d4rk3lf View Post
(ruff'n'tumble >>>>> wonder boy)
so true
hitm4n is offline  
Old 20 May 2021, 13:07   #539
invent
pixels
 
invent's Avatar
 
Join Date: May 2014
Location: Australia
Age: 52
Posts: 476
@hitm4n, what about porting “Dots Adventures”
invent is offline  
Old 20 May 2021, 13:36   #540
hitm4n
Registered User
 
hitm4n's Avatar
 
Join Date: Nov 2006
Location: Lincoln, UK
Posts: 604
DA was obviously born from Platman, if there was a way to edit DAs graphics into Platman and adjust the maps, i would give it a go! I wonder if we can get the Platman source from John Hardie.

But hey, guess what i'm working on. I have started to learn ASM and i am trying (and might fail), to make Platman on the Speccy Next. A sort of demake, I feel this is okay to do, John said we were okay to use the game, but i don't feel comfortable using Eds code and graphics as they were all bought by his 2 colleagues (who sadly don't seem to be doing anything with it all). Such a shame. I've had ZERO contact with the them and still have admin access on the websites and the facebook groups.
hitm4n 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
Next ST game port : Oids meynaf Amiga scene 68 09 August 2022 18:45
anyone willing to port a dos game to amigaos honx Amiga scene 40 07 May 2017 12:57
<none> as default port 2 (game ports) sodapop request.UAE Wishlist 26 17 September 2016 20:31
A1200 Game Port Malfunctions? Please help investor support.Hardware 5 09 March 2007 14:25
Setting up game port controls HELP playedalive New to Emulation or Amiga scene 2 11 July 2005 02:17

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 07:28.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.39676 seconds with 16 queries