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Old 22 April 2022, 03:04   #1
zodiac
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Rastan - Amiga Version

Back in the day I recall much disappointment that an arcade port of Rastan was never completed and released for the Amiga. With all the recent ports and conversions, an arcade port of Rastan would be wonderful to see. Anyone contemplating it?
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Old 22 April 2022, 06:14   #2
Solid Snake
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I was also disappointed that Rastan did not appear on the Amiga, so I had to settle for the C64 conversion. The Amiga was perfectly capable of handling an accurate conversion of the arcade coin-op. I think the Scorpion game engine could be utilised to make this possible.
Gauntlet was another fave which failed to appear on the Amiga (it was later ported from the ST by meynaf).
There were other lazy ports e.g Outrun, Rolling Thunder, Afterburner & Bionic Commando (the C64 version had better scrolling!).
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Old 22 April 2022, 11:16   #3
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I’d be happy to help port the graphics, also missed not seeing this game not come to the Amiga. Think I might focus on ports often ReshootProxima, Aquabyss and Boss Machine. A few zx spectrum/Amstrad/C64 games are on that list too.
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Old 22 April 2022, 11:34   #4
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Could probably be done with Scorpion engine and a reduced palette.
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Old 22 April 2022, 16:25   #5
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I’m waiting for Krogharr

I did contemplate this but gfx for main character we’re all I could find, map rips were somewhere to.
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Old 22 April 2022, 16:56   #6
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Rastan on Master System was one of my all-time favourite games. I would LOVE to do a version of Rastan someday for Amiga.
Maybe when we've finished Scourge first
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Old 22 April 2022, 18:44   #7
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Probably because there was no ST version to copy/paste?

i would like to see a port too, was close to steal the original cabinet back in the day

moving walls, lianas, lava/fire and bats at the same time, that's Rastan

Last edited by kremiso; 22 April 2022 at 18:51.
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Old 22 April 2022, 20:21   #8
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Quote:
Originally Posted by kremiso View Post
Probably because there was no ST version to copy/paste?

i would like to see a port too, was close to steal the original cabinet back in the day

moving walls, lianas, lava/fire and bats at the same time, that's Rastan
Actually there WAS an ST version in progress but never got finished

[ Show youtube player ]
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Old 25 April 2022, 04:28   #9
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The Apple II GS conversion is really well done and so was the MS-DOS version
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Old 25 April 2022, 07:47   #10
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Quote:
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I’m waiting for Krogharr
Krogharr wil be more about drinking than fighting, though...
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Old 25 April 2022, 11:27   #11
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I wonder what would be the most difficult part to implement, using AGA and Fastram

not the bossfights, imo

a couple of compromises if the target is a standard OCS i think

Last edited by kremiso; 25 April 2022 at 11:46.
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Old 25 April 2022, 19:45   #12
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Quote:
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I wonder what would be the most difficult part to implement, using AGA and Fastram
Imo even without fast RAM it's not a problem on a 1200.

You'd have to decide though if you go with less colours in the foreground but retain the colourful background parallax layer (by doing dual playfield) or reduce the background parallax layer to 4 colours (which would work quite well imo), and go with all the colours in the foreground.

I'd personally go with option 2.


Quote:
Originally Posted by kremiso View Post
a couple of compromises if the target is a standard OCS i think
Less colourful and no parallax background layer. Or if you'd do one (the backgrounds are quite repeating, so it could be done with a sprite layer), you'd have to go with 25 fps on a A500, since the full screen layer would eat up shitloads of DMA, and you would not have enough blit time to get the rather big enemies on screen.
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Old 25 April 2022, 20:49   #13
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Looking at a video of the coinop on Youtube right now....

Interestingly, although the game scrolls at 50/60, the sprites appear to update at 25/30

This is particularly noticeable on the moving platforms, although a keen eye can spot it on all moving objects

See video around here:

[ Show youtube player ]


For OCS I would consider using hardware sprites for the player, ditching the parallax, and running the game in 32 colours (16 colours for the player would be fixed and reusable in the backgrounds and bobs, with the lower 16 colours dynamic per level). Update the game at 25fps but update the scrolling at 50fps

Last edited by DanScott; 25 April 2022 at 21:05.
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Old 25 April 2022, 20:56   #14
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If that can help someone here are the assets and source code of Rastan for Apple IIGS:

http://franck.charlet.pagesperso-ora...an_2gs_src.zip

f.

edit: forgot the second disk.

Last edited by hitchhikr; 25 April 2022 at 22:06.
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Old 25 April 2022, 21:55   #15
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Keep AmigaDOS active in background for dynamic loading from hard drive and you could even have the original music replicated 100% in 2 channels as well.

Rastan was the other game I looked at when I did my Xenon 2 Audio Beta experiment.
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Old 28 April 2022, 14:25   #16
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That game looks awesome. It does quite some things correctly that are pet peeves for me in other games.

- Walk ramp up, allowing for precision placement
- Speaking of ramps, ramps work!
- No attack sound which will make you jump out of a window after a while
- You can attack above and below you
- Very generous hit box on your weapon
- Not that it works for every game but I like that everything dies in one or two hits in this game, it keeps the speed up.
- You can attack while climbing, jumping and ducking - and it's not awkward as all heck. In fact it looks like you can switch stance mid-swing.
- Weapon pickups are not forced on you, its always your choice to pick them up.
- You can destroy projectiles!

9/10 action platformer. It'd be a perfect 10 for me if it had more secrets.

Heck, taking some learnings from this game, for example Dark Castle can be made a lot more playable.
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Old 28 April 2022, 16:55   #17
dlfrsilver
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Quote:
Originally Posted by DanScott View Post
Looking at a video of the coinop on Youtube right now....

Interestingly, although the game scrolls at 50/60, the sprites appear to update at 25/30

This is particularly noticeable on the moving platforms, although a keen eye can spot it on all moving objects

See video around here:

[ Show youtube player ]


For OCS I would consider using hardware sprites for the player, ditching the parallax, and running the game in 32 colours (16 colours for the player would be fixed and reusable in the backgrounds and bobs, with the lower 16 colours dynamic per level). Update the game at 25fps but update the scrolling at 50fps
And on AGA ?
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Old 28 April 2022, 17:22   #18
saimon69
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Originally Posted by dlfrsilver View Post
And on AGA ?
AGA can have parallax thanks to the 64 px sprites, it would fit nicely imo, seems to me parallax layer was made of 64px wide elements
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Old 28 April 2022, 17:44   #19
dlfrsilver
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Quote:
Originally Posted by saimon69 View Post
AGA can have parallax thanks to the 64 px sprites, it would fit nicely imo, seems to me parallax layer was made of 64px wide elements
Correct !
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Old 28 April 2022, 20:06   #20
saimon69
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This means parallax could be added to OCS codebase by recognizing AGA chipset and have one port only
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