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#1 |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 422
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Final Fight: Enhanced
Hi folks,
I started learning Assembly language last summer, so I thought I'd post a preview of what I've been doing, as I'm taking a break from it for a while. I was originally going to try and re-do my Amos Streets of Rage demo, but I thought I'd have a go at the Big Kahuna and try Final Fight. It's only one level and two enemies, but it use 2 buttons and it plays ok. [ Show youtube player ] It only runs on a 68020 setting at the moment, as something in my background tile replacing routine is bottlenecking things and causing a big frame overrun on a 68000 setting - even with just one enemy on screen (runs fine if it's just the player on screen). I expect some overhead from BG replacing, but not this much. I haven't figured out loaders or disk routines yet, so what you are seeing is actually two separate programs (title screen and main game) dumped into RAM from VASM and just edited together in one video. No adf to share at this point either, but I'll get there eventually (I just need a rest as I'm a bit burned out at the moment). There's other stuff to tidy up as well which I'll list below, but I'll get back to it at some point. Cheers! - The in game music is still a WIP, as I plan to change small bits - No grab moves at the moment. The graphics are in there, I just haven't tried V-Flips with bobs yet - Sound effects clip the voice samples as they share a channel - The Random Number Generator may be a bit slow - Bob clipping doesn't stop the actual draw routine - Enemy collisions are a little flaky at the moment - The AI is quite dumb and easy to beat (got plans for that too) - Sound effects are all over the place on a 68000 setting Last edited by Brick Nash; 12 January 2022 at 18:08. |
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#2 |
Registered User
Join Date: Feb 2012
Location: United Kingdom
Posts: 3,222
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Just saw the video! Excellent work! Plays very smoothly! Colour pallete looks good too. Is this written fresh from source or built on from the other Final Fight AGA remake?
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#3 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,673
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You can use my in-game musics for FF, are two channels and uploaded in the zone
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#4 | |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 422
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Quote:
The source is completely new and done 100% in assembly language (I think the AGA version was done in Blitz?). |
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#5 |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 422
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#6 |
Registered User
Join Date: Sep 2009
Location: San Antonio, TX USA
Age: 50
Posts: 1,185
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Looks good!
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#7 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,432
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that looks good. Talented Richard Aplin failed to do a proper conversion in 68000, I don't suggest you try to stick to 68000 if it's too difficult. The game is very demanding.
Make it AGA, add extra colors (like 16 => 32 or 64) and everyone will be happy ![]() |
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#8 |
Ex nihilo nihil
Join Date: Oct 2017
Location: CH
Posts: 5,134
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Some colours excepted, this is looking and sounding really good. Smooth as well
![]() I didn't get if it is running on a bare A1200 or with extra RAM ? Wish you a nice and healthy pause and that you will come back later to continue this excellent work ! |
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#9 |
Moon 1969 = amiga 1985
Join Date: Apr 2007
Location: belgium
Age: 48
Posts: 3,914
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Yes, it was done with blitz basic.
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#10 |
Moon 1969 = amiga 1985
Join Date: Apr 2007
Location: belgium
Age: 48
Posts: 3,914
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+1 32 colors + copper tricks or 64.
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#11 |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,735
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Thank you for doing this.
Gameplay really feels (from the video), amazingly done. Once you place a grab movement, that will be it. ![]() You said 68000 is too slow. What about faster 68k, with some additional fast ram? Once you post a demo, I'll gladly test it on my Aca 500 + 68k - 42Mhz, and 7MB Fast. Although, as jotd mentioned, I wouldn't say that anything is wrong if you go straight to the AGA port. |
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#12 | |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 422
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Quote:
About the speed - I'm positive it's only slow on 68000 because I'm coding things wrong or badly and not the system's fault. As for an AGA version, the thing is I never had an AGA machine back in the day so I've no connection to them, and hence no real interest in developing on one. Upping the specs just to make things run faster would feel like a defeat I could upload the source code, but not sure if anyone's interested in that side of things. |
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#13 | |
Global Moderator
Join Date: Nov 2001
Location: Derby, UK
Age: 48
Posts: 9,355
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Quote:
Hi Mate, Are yoyu on the amiga game dev discord group? If not get yourself over.. Some of the biggest amiga devs right now hang about and discuss their projects. They will give you lots of help, advice and help massage your ego ![]() Last edited by BippyM; 14 January 2022 at 09:14. |
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#14 |
MI clan prevails
Join Date: Jul 2010
Location: Belgrade, Serbia
Posts: 1,443
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I'm sorry to say it, but Final Fight cannot be properly done on a 68000 Amiga.
68020+, AGA, FAST RAM, are a starting point. |
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#15 | |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,735
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@Brick Nash
Awesome man! My current Amiga iz OCS (A500), but my first Amiga was A1200. ![]() Quote:
![]() Arcade perfect - sure. But with right compromises (smaller sprites, or smaller whole screen), no parallax... etc... I think a pretty decent port could be done for A500 - 1MB. Metro Siege is a great "proof of concept" for that. Hell... I'd be perfectly happy, even with Richard Aplin's port, if the gameplay was closer to arcade, and added grab move. Even occasional slowdowns, wouldn't bother me. |
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#16 |
Guru Meditating
Join Date: Jun 2014
Location: England
Posts: 2,367
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@Brick Nash - this is superb, great work.
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#17 | |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 422
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Quote:
I'd be perfectly happy if I could get it to round about the same speed as Richard Aplin's game - even with the slowdown (which never really bothered me). The Background replacing is such a resource hog though, and I can actually get 5 enemies on screen with no slowdown on a cycle exact 68000 setting with it turned off, but obviously the tiles don't get cleaned. I even tried duel playfiled mode so Bobs and Backgrounds had their own layers and I didn't have to do any tile replacing, but the reduction to 7 colours for each playfiled just looked too rough. BTW, I though Richard did a great job on the 1991 game, but obviously he got a raw deal from US Gold in terms of time and resources. |
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#18 | |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,735
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Why don't you try and contact Richard himself, by the mail, or here on eab?
Not so long, he wrote this, in this thread: Quote:
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#19 |
Registered User
Join Date: Feb 2012
Location: United Kingdom
Posts: 3,222
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#20 | |
CaptainM68K-SPS France
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Quote:
And Final Fight is not a game made to run or load from floppies. There's too much data. The X68000 allows for disk loading because the drives runs at 360RPM, not 300RPM. Then, the A500 is locked on 16 colors on screen. for 32 colors, you either go slug fest because it's too much for the poor A500 or you need an awful amount of ram. And shrinking the sprites and so on, denaturate the game. |
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