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Old 29 May 2021, 06:13   #1
Adrian Browne
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Shadow of the beast 2/3 technical breakdown?

Has there ever been an in depth analysis of sotb 2 or 3 from a technical point of view? Or are they not that remarkable? I know codetapper did a deep dive of part 1.

I understand beast 2 uses dual playfield mode and maybe 16 colours. I assume the pink graduated background was done with copper. Beast 3 has some impressively big boss sprites too.
Any thoughts or info on these games?
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Old 29 May 2021, 09:31   #2
alain.treesong
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Hello Adrian,

I had a look to shadow of the beast 3 some monthes (or perhaps years) ago.
I think this game is probably one the best game in a technical and artistic point of view.

As the game has also a good gameplay and is specific to the Amiga (no other existing version on other platfforms I think) it is certainly one of the masterpiece of the A500.

There are four "worlds". If I have good memory, one at least (the castle) is in half bright mode (64 colors) and others are un dual playfield.

The main character and his shuriken are sprites.

The mountains in the back are an animation : we have the impression that there are 2 planes of mountains and therefore that the screen is in quad playfield but the two planes of mountains are a same animation. It is very well done.

The option screen of the game is in dual playfied : the platforms and the ladders are in 8 colors (!). The front of the screen are the title and the menu info. I will check that with winuae and will confirm (or not) these first data.
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Old 29 May 2021, 10:45   #3
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Maybe this can help http://amr.abime.net/review_38412
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Old 29 May 2021, 13:11   #4
alain.treesong
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Shadow of the beast 3 technicals

So I take the great winuae to check what I have said. Globally What I spoke about was accurate.

If we consider the option screen :
Click image for larger version

Name:	01_mainmenu.png
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ID:	72100

The main character runs and climb ladders. There is a far backgound with clouds and mountains. The floor is made of a lot of parallax scrollings
The foreground is made of 4 rotating discs, one for each level/world of the game. In one word : "Beautiful"

If we disable the bitplanes and the sprites, it gives that :
Click image for larger version

Name:	02_nospritenobitplane.png
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ID:	72101
So a nice raster made with the copper that change color register.

If we enable only the sprites, it gives that:
Click image for larger version

Name:	03_onlySprites.png
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As we can see, the clouds and far mountains are made of sprites. Like the main character, the red arrow and element of the panel. Nice additional raster in the life counters. So the "dual playfield" of the mountain is in fact an animation as I said in my previous post.

If we enable only the 6 bitpalnes of Amiga OCS, it gives that:
Click image for larger version

Name:	04_onlyBitplanes.png
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ID:	72103
So the scene is in dual playfield mode :
- the background playfield (3 bitplanes) contain ladders and platforms. Only 7 colors. Whaow ! I suppose low part of the screen (parallax flour) is done using registers handled by the copper.
- the foreground playfield (3 bitplanes) contain the 4 rotating disc. I suppose they are moved with blitter

Here is only the background playfield enabled (with sprites enabled):
Click image for larger version

Name:	06_playfiledBackOnlyWithSprites.png
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ID:	72104

Here is only the foreground playfied enabled (with sprites enabled):
Click image for larger version

Name:	05_frontfieldOnlyWithSprites.png
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ID:	72106

Another example if we disable some sprites :
Click image for larger version

Name:	07_partOfTheSpritesActivated.png
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ID:	72105
We can see tat part of mountains and the hero have disappeared.

So a nice screen with a great mastery of the ocs.

Last edited by alain.treesong; 29 May 2021 at 13:17.
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Old 29 May 2021, 15:33   #5
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It's a really strange use of dual playfield. I guess they had their reasons for using the front layer for bobs?

I do wish more games used sprites for a fake dual playfield layer. It's so easy to add and gives games that 16bit feel.

Edit, actually thinking about it perhaps using 8+8 saved on memory and disk space in terms of compression.
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Old 29 May 2021, 17:40   #6
alain.treesong
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SOTB3 levels

In fact the first playfield in the option screen allows to set the title of the game or a list of option screens :
Click image for larger version

Name:	menu.png
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ID:	72110

Some levels use also the dual playfield mode.
For example the level 1 (the forest) :
Click image for larger version

Name:	level1.png
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ID:	72111

If we remove all the bitplanes, keeping only the sprites :
Click image for larger version

Name:	level1_noBitplanes.png
Views:	124
Size:	4.6 KB
ID:	72112
There is only remaining the far "dual fields" mountains

If we enable only the first field (and the sprites):
Click image for larger version

Name:	level1_frontPlayfield.png
Views:	115
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ID:	72113

If we enable only the back field (and the sprites):
Click image for larger version

Name:	level1_backPlayfiekd.png
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ID:	72114
We can see that the floor (with a lot of scrolls) is defined in the back field

The second level (the castle) doesn't use the dual playfield but the half bright mode (so the 6 bitplanes like in the dual playfields but differently). A multi directionnal scroll platform game in half bright and remaining at 50 fps is not common :
Click image for larger version

Name:	level2.png
Views:	214
Size:	19.4 KB
ID:	72115

We can disable for exemple 2 bitplanes (it remains 4 displayed bitplanes) :
Click image for larger version

Name:	level2_4bitplanesEnabled.png
Views:	184
Size:	19.2 KB
ID:	72116

EDIT : in fact the castle level is not in EHB but also in dual playfield with exceptionnal graphics. Some later messages spoke about that :-)

Last edited by alain.treesong; 31 May 2021 at 21:38.
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Old 29 May 2021, 18:07   #7
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Great thread!
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Old 29 May 2021, 18:12   #8
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dual playfield is handy to avoid "cookie cut" and "background restore" blitter operations that cost a lot of bandwidth. I suppose some games which don't scroll use it too.
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Old 29 May 2021, 18:45   #9
alain.treesong
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Example where dual playfield mode is used for performance reason and not to allow two parallel scrolling fields is Shadow fighter (some others threads about SF2 and others detailled this)
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Old 30 May 2021, 03:50   #10
Adrian Browne
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Thanks for the very useful information Alain. It's fascinating stuff. Beast 3 seems to use different tricks for different levels then. Doing the mountains as animation - I will remember that. I have the dream of making a Shadow of the beast style game on amiga; probably something technically simpler I guess. Beast 3 is a beautiful game though perhaps the art style is somewhat inconsistent from level to level- or the quality at least.

[ Show youtube player ] This large and animated boss is impressive-
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Old 30 May 2021, 10:59   #11
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I realised yesterday after posting the dualplayfield set up will help with collision detection.
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Old 30 May 2021, 11:53   #12
alain.treesong
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@Adrian
As you can see, near 6:44 (with the big red boss) there is no front field anymore.
So I guess that the boss is alone in the front field. It allows performance tricks. Other games use this trick (Jim power for example)

@rothers
Yes the hardware allows to manage collision detection with bitplanes and sprites for example ($DFF00E). Sometines more performance is get by using box and not the hardware registers. It depends.
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Old 30 May 2021, 15:58   #13
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Quote:
As we can see, the clouds and far mountains are made of sprites.
How is that possible, if they fill the full width of the screen and they're all on the same Y axis?

When I got my Amiga in 1990, I was amazed at the smoothness of SOTB2 and thought that the entire moving playfield was "multiplexing" sprites. Of course, this was before I knew anything about the Amiga and my opinion about any of it was vastly inflated.

But I learned that Amiga sprites are like Atari 8-Bit sprites: infinite height, but limited in the X-axis. And multiplexing is only good for repositioning a sprite as the screen is drawn, but I'm baffled as to how sprites can fill the width of a screen in the same Y-position, if the total number of pixels is 8x16 (8 sprites @ 16 pixels width).
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Old 30 May 2021, 16:34   #14
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Quote:
Originally Posted by Foebane View Post
How is that possible, if they fill the full width of the screen and they're all on the same Y axis?

When I got my Amiga in 1990, I was amazed at the smoothness of SOTB2 and thought that the entire moving playfield was "multiplexing" sprites. Of course, this was before I knew anything about the Amiga and my opinion about any of it was vastly inflated.

But I learned that Amiga sprites are like Atari 8-Bit sprites: infinite height, but limited in the X-axis. And multiplexing is only good for repositioning a sprite as the screen is drawn, but I'm baffled as to how sprites can fill the width of a screen in the same Y-position, if the total number of pixels is 8x16 (8 sprites @ 16 pixels width).
Part of the reason is that Beast 3 isn't full width screen, most games are at least 320 pixels width, Beast 3 is less than that.
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Old 30 May 2021, 17:32   #15
alain.treesong
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Good examples of the sprite backgound trick can be found here :
https://codetapper.com/amiga/sprite-...rian-the-lion/
https://codetapper.com/amiga/sprite-tricks/jim-power/

We can also remark that the main SOTB3 character is always at the same place, under the mountains. :-)
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Old 30 May 2021, 20:27   #16
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Quote:
Originally Posted by alain.treesong View Post
Of course, the Copper. Is there no end to the tricks you can perform, Amiga?
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Old 31 May 2021, 00:58   #17
Adrian Browne
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Quote:
Originally Posted by alain.treesong View Post
@Adrian
As you can see, near 6:44 (with the big red boss) there is no front field anymore.
So I guess that the boss is alone in the front field. It allows performance tricks. Other games use this trick (Jim power for example)

@rothers
Yes the hardware allows to manage collision detection with bitplanes and sprites for example ($DFF00E). Sometines more performance is get by using box and not the hardware registers. It depends.
Ah ok- no parallax or other layers so then a big enemy sprite can be moved onscreen. Cool
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Old 31 May 2021, 01:35   #18
Adrian Browne
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So what resolution is this game in? 320 x 256?
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Old 31 May 2021, 11:23   #19
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iirc 288*192 and it's ntsc compatible
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Old 31 May 2021, 12:17   #20
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Fascinating stuff. I'd never have guessed that the castle level was in EHB.
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