31 January 2024, 22:42 | #161 |
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The original port of RoboCop on the Amiga was pretty bad, but I think that was due to time constraints and/or it being a straight up port of the Atari ST version. Perhaps even compromises made to allow the ST version and the Amiga version to be pretty much ported as one. Also, please remember that this is written for AGA machines, with the faster fetch modes, wider sprites, more colours and general grunt that they provide; I wouldn't know where to begin making it look like it does for OCS/ECS machines. I can say that it would probably look a bit better than what we got back in the day though.
I agree with JOTD though, these days the tools available to developers are far superior to anything available back then. For those interested, I develop this on an M2 Studio Mac, which allows me to run multiple instances of FS-UAE in various configurations for running the game itself, then all of the Amiga tools such as Personal Paint, PicCon etc. I also have running at the same time instances of Photoshop, Audition, Tiled and Visual Studio Code spread across three 4k monitors. MAME of course comes in handy as well for ripping graphics. It's such a nice system to sit in front of and code with, so easy. Compiling the code literally takes seconds, the whole codebase is cleaned and compiled in less than 2 seconds. I have a GreaseWeazel hooked up via USB which writes my floppy disks with a single 'make install' command from the terminal, ready for the machines on the right for testing: an A1200, and when it's not being temperamental and gathering dust, an A4000/060. For me, the relative ease of creating games these days is having all of these wonderful tools at your disposal. |
07 February 2024, 18:09 | #162 |
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Update 14
Update #14
Tiny update regarding progressing the later stages. These have necessitated a few small tweaks to the tile engine and the format of the maps, so it was a good shout to look at this now rather than further on down the line. Anyway, here's a comparison of stage 2 from the three reference platforms. Arcade: Amiga: Amiga AGA: I might tweak the palette a little and make it darker but it's not looking too bad. Next update we should hopefully see it moving, which will require another change to the tile engine as we'll need vertical scrolling as well as horizontal. I will have all 8 sprites to play with here too as there's no parallax, which should help speed things along. |
07 February 2024, 20:26 | #163 |
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Looks so close to the original, only the police car is missing, otherwise it's pretty much identical. Except for the hud of course, I prefer yours
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07 February 2024, 21:07 | #164 |
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The one in the middle stands out ... for its mediocrity
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07 February 2024, 22:45 | #165 |
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Ah, I have a nice little plan for the police car for each level. It’s already in there as a 16 colour sprite, I just haven’t written the code yet, and so with no sharing palette's with the main background, it should look identical to the arcade.
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07 February 2024, 23:01 | #166 | |
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Quote:
Is this the vs code extensions you use https://marketplace.visualstudio.com...amiga-assembly |
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08 February 2024, 01:11 | #167 | |
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Quote:
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