22 April 2022, 03:04 | #1 |
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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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22 April 2022, 06:14 | #2 |
Wonderful World Of Amiga
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Location: Manchester, UK
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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!). |
22 April 2022, 11:16 | #3 |
pixels
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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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22 April 2022, 11:34 | #4 |
Inviyya Dude!
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Could probably be done with Scorpion engine and a reduced palette.
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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. |
22 April 2022, 16:56 | #6 |
Eleventh Hour Games
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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 |
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. |
22 April 2022, 20:21 | #8 | |
J.M.D - Bedroom Musician
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Quote:
[ Show youtube player ] |
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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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25 April 2022, 07:47 | #10 |
Inviyya Dude!
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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. |
25 April 2022, 19:45 | #12 | |
Inviyya Dude!
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Quote:
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. 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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25 April 2022, 20:49 | #13 |
Lemon. / Core Design
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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. |
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. |
25 April 2022, 21:55 | #15 |
Going nowhere
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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. |
28 April 2022, 14:25 | #16 |
cheeky scoundrel
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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. |
28 April 2022, 16:55 | #17 | |
CaptainM68K-SPS France
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Quote:
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28 April 2022, 17:22 | #18 |
J.M.D - Bedroom Musician
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28 April 2022, 17:44 | #19 |
CaptainM68K-SPS France
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28 April 2022, 20:06 | #20 |
J.M.D - Bedroom Musician
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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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