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Old 04 September 2018, 15:59   #21
Nibbler
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What Glen M said

The Amiga got alot of bad ports from Arcade, Atari ST and so. (but also good ones, a few at least )
The best Amiga games where the exclusive games or games that really used the Amiga,
or at least had some developer that did it at least how good they could with what they had. (Time,Resources,Talent,Passion, ect..)

There where a few reasons for that but i getting off track here.
Lets stay on topic

Last edited by Nibbler; 04 September 2018 at 16:11.
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Old 04 September 2018, 17:35   #22
roondar
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I'd guess my answer here would have to be 'it all depends what qualifies as good'.

If we're targetting a basic A1200/CD32 and if a 25FPS port is acceptable (i.e. no frameskip, but game logic natively running at half frame rate) and some graphical downgrades are acceptable (i.e. characters not exceeding 16 colours per character and the entire level+animations+two characters fits inside of 2MB) a much nicer Amiga version might be possible.

The way I'd see the graphics here work would be to have one character using AGA 32 or 64 pixel wide sprites and one using the blitter). This effectively removes half of the strain of drawing the characters, which is the real performance killer. It might even be possible to get this kind of configuration running at 50Hz.

However, there is a cost here: the characters would be downgraded to a maximum of 16 colours each.

Memory is the next big challenge, as dlfrsilver rightly points out the enormous number of frames for each fighter (2x160 frames@128x128x4 is still 1.25MB of RAM!). This might be partially alleviated by using tiled animation of the characters, but that can get complicated and also takes up valuable blitter time.

It would definitely be a challenge, but maybe - just maybe - writing this game to be more Amiga specific could help.
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Old 04 September 2018, 17:53   #23
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Well the SF2 New Challengers got it right for the Amiga as in getting a playable game out there, sure it looks the worst out of them, but at least unlike the other teams thought from the get go what they can and cant archieve, and with a CD32 pad its a decent playable game, just play it in secret and you will enjoy it, just dont go showing any console owners!
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Old 04 September 2018, 18:07   #24
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Quote:
Originally Posted by Amigajay View Post
Well the SF2 New Challengers got it right for the Amiga as in getting a playable game out there, sure it looks the worst out of them, but at least unlike the other teams thought from the get go what they can and cant archieve, and with a CD32 pad its a decent playable game, just play it in secret and you will enjoy it, just dont go showing any console owners!

Exactly It plays really well and feels like it should BUT MAN... those looks

Well, looks aren´t everything, so i could not agree more with Amigajay
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Old 04 September 2018, 20:22   #25
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Quote:
Originally Posted by roondar View Post
I'd guess my answer here would have to be 'it all depends what qualifies as good'.

If we're targetting a basic A1200/CD32 and if a 25FPS port is acceptable (i.e. no frameskip, but game logic natively running at half frame rate) and some graphical downgrades are acceptable (i.e. characters not exceeding 16 colours per character and the entire level+animations+two characters fits inside of 2MB) a much nicer Amiga version might be possible.

The way I'd see the graphics here work would be to have one character using AGA 32 or 64 pixel wide sprites and one using the blitter). This effectively removes half of the strain of drawing the characters, which is the real performance killer. It might even be possible to get this kind of configuration running at 50Hz.

However, there is a cost here: the characters would be downgraded to a maximum of 16 colours each.

Memory is the next big challenge, as dlfrsilver rightly points out the enormous number of frames for each fighter (2x160 frames@128x128x4 is still 1.25MB of RAM!). This might be partially alleviated by using tiled animation of the characters, but that can get complicated and also takes up valuable blitter time.

It would definitely be a challenge, but maybe - just maybe - writing this game to be more Amiga specific could help.
With expansions that can add 8M of FastRAM on CD32, can it be done in theory with full sprites ? I 've seen that the X68k version needs 2M + 4M Fast and the result is good ! Is the X68k versions 256 colors or just 128 ?
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Old 04 September 2018, 20:32   #26
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The X68000 opens 2 screens with 256 colors each just for the fore and background.

each sprites use 16 colors, with 16 colors for ryu's fireball (either blue or yellow).
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Old 04 September 2018, 21:26   #27
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I've found this interesting thread on the project CARE subforum about X68000 port to amiga :

http://eab.abime.net/showthread.php?t=67440

It would be great if SSF2 X68k could be disassembled !
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Old 23 May 2022, 11:52   #28
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As it was a port from the PC 60fps engine, could a WHDLOAD NTSC patch for this game , if it can be done, can help a bit with animation frames or this is not related at all ?
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Old 03 June 2022, 23:47   #29
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Until someone doesnt recreate Alice in fpga with immediate blitter switch even 060 cant help us.
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Old 04 June 2022, 05:21   #30
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Quote:
Originally Posted by Cobe View Post
Until someone doesnt recreate Alice in fpga with immediate blitter switch even 060 cant help us.
What do you mean Cobe ?
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Old 04 June 2022, 15:46   #31
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Quote:
Originally Posted by Rochabian View Post
As it was a port from the PC 60fps engine, could a WHDLOAD NTSC patch for this game , if it can be done, can help a bit with animation frames or this is not related at all ?
Does running in NTSC improve it any?
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Old 05 June 2022, 00:30   #32
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What do you mean Cobe ?
This game runs fluidly only if you select immediate blitter in winuae.
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Old 05 June 2022, 00:44   #33
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Really, because the game appears to be missing many frames.
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Old 05 June 2022, 08:30   #34
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Quote:
Originally Posted by Cobe View Post
This game runs fluidly only if you select immediate blitter in winuae.
I have said earlier than they never removed the frame limiter present on the PC source code when they adapted it to run on Amiga AGA.

That's the main problem. A 1200 with 32mb fast + 68030 is more than enough to run SSF2.
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Old 05 June 2022, 13:34   #35
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I have said earlier than they never removed the frame limiter
ok, they don't remove frame limiter, but the game lacks animation frames of every characters and many animation frames about "SUPER" combo. You can play at 60 fps, but missing important animation frames it has horrible gameplay.
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Old 05 June 2022, 14:43   #36
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Someone should check it again with immediate blitter and visual debugger. I did it few years ago.
And I dont remember that game lacks animation frames but I could've forgot. Also I think the game is actually blitting everything on the screen so thats the reason why faster cpu doesnt help.
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