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View Poll Results: What game do you want to see ported to the Amiga? | |||
Rolling Thunder (Arcade) | 21 | 6.58% | |
Gauntlet (Arcade) | 29 | 9.09% | |
Shinobi (Arcade) | 49 | 15.36% | |
Pacman (Arcade) | 7 | 2.19% | |
Final Fight (Arcade) | 35 | 10.97% | |
Rastan (Arcade) | 30 | 9.40% | |
Side Arms (Arcade) | 1 | 0.31% | |
Nemesis/Gradius (Arcade) | 13 | 4.08% | |
Raiden (Arcade) | 10 | 3.13% | |
Raiden II (Arcade) | 11 | 3.45% | |
Space Invaders (Arcade) | 2 | 0.63% | |
Bad Dudes vs Dragon Ninja (Arcade) | 6 | 1.88% | |
Wonder Boy (Arcade) | 46 | 14.42% | |
Axelay (SNES) | 9 | 2.82% | |
Double Dragon (Arcade) | 13 | 4.08% | |
None - Do my own game! | 37 | 11.60% | |
Voters: 319. You may not vote on this poll |
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25 May 2021, 16:46 | #661 |
CaptainM68K-SPS France
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Here are informations i found regarding the Rom Offsets and main ram offset for Final Fight arcade :
800000 (b) Input 2P 800001 (b) Input 1P Input bit mask: X321 UDLR X = unused, but might correspond to JAMMA button 4? Might warrant testing. 3 = JAMMA Button 3 (referred to as a cheat button in MAME, triggers SUPER attack in "Japan Hack") 2 = JAMMA Button 2 (Jump) 1 = JAMMA Button 1 (Attack) U = Joy Up D = Joy Down L = Joy Left R = Joy Right 800018 (b) Other Inputs Other Inputs bit mask: XS21 XXAB x = unknown or unused 2 = 2P Start 1 = 1P Start A = 2P Coin B = 1P Coin S = Service Mode toggle 80001A Dip Switch A 80001C Dip Switch B 80001E Dip Switch C ======== VRAM MAP ======== OBJ: 900000 SCROLL 1: 908000 SCROLL 2: 90C000 SCROLL 3: 910000 Palettes: 914000 Base B Registers: 800140 WORK RAM MAP: FF86e8 to FD90a7 Enemy memory regions, c0 bytes each, 13 slots FF90a8 to FF9527 Weapons, c0 bytes each, 6 slots FF9528 to FF9B27 Boss memory, c0 bytes each, 8 slots FF9B28 to FFB0E8 Different game play handlers memory, such as perfect bonus draw or bonus winner draw handlers, $1d slots FF13A8 (l) Offset of current target's namebar data Player 1 input: ffff805c Player 2 input: ffff805e Player active flags: ff807f (1 for p1, 2 for p2, 3 both) FF0740 to FF0FFF Top level entity stacks FF1000 to FF10FF Entity manager entity table FF1100 to FF110F Entity manager control ram FF1244 to F1284 P2 top level entity work ram FF13A8 (l) Offset of 1P current target's namebar data --------------------- CHARSEL RAM --------------------- FF1514 (b) Bit flags for which players are making a selection: xxxx x321 FF151E (w) Charsel countdown timer FF1520 (b) Bit flags for active players: xxxx x321 FF1525 (b) Charsel 1P base addr and character selection (00 = Guy, 02 = Cody, 04 = Haggar) FF152D (b) Charsel 2P base addr and character selection (00 = Guy, 02 = Cody, 04 = Haggar) --------------------- FF1576 Start of dynamite scene main work ram ($80 bytes) FF15F6 Start of dynamite scene p1 draw handler work ram ($30 bytes) FF1626 Start of dynamite scene p2 draw handler work ram ($30 bytes) FF8000 (w) Program state, 0 is menu, 2 char select, 6 game play, only game play continually hits game_state jump FF800A (w) Frame counter for Region Warning Screen. FF801E (w) score table fifo tail FF8020 (w) score table fifo head FF804c (b) Inserted credits FF805A (b) Combined player start button data FF805C (b) Controller Inputs 1P, current frame (gets copied to 1P RAM during active gameplay) FF805D (b) Controller inputs 1P, previous frame FF805E (b) Controller Inputs 2P, current frame (gets copied to 2P RAM during active gameplay) FF805F (b) Controller Inputs 2P, previous frame FF8064 (b) Dip switch B mirror FF8065 (b) Dip switch A mirror FF8067 (b) Dip switch C mirror FF807E (b) Non zero = Free play! FF807f (b) Active player bits, bit 0 - p1, bit 1 - p2 FF8082 (b) Game started. Cleared after memtest (xref: 1705A, 170FC) Set when 1P/2P Start pressed at title (xref: 1182) FF8084 (b) Debug switch (0 = disabled, >0 = enabled) FF808D (b) Unknown, cleared at end of clear_all_layers (xref $2652) FF808E (b) Service Mode Menu? Needs verification. FF80A6 (w) Frame counter FF80A8 (w) DIFFICULTY A setting. Increments when DIFFICULTY A Counter reaches max value. FF80AC (w) DIFFICULTY B setting. Normally can only be set at power-on via dip switches. FF80AF (b) Time counter FF80B0 (w) Time counter microseconds. Counts up to 01E0 before Time decrements and microseconds roll back to 0. FF80BA (w) Default TIME value for current sublevel FF80BE (b) Level ID FF80BF (b) Sublevel ID FF80E0 (l) Address pointer for something to do with player inputs in VRAM. Seems to always be 91C000 (xref 2B76) FF80E4 (l) Address pointer relating to 1P inputs in VRAM. Seems to always be 920000. FF80F4 (l) Address pointer relating to 2P inputs in VRAM. Seems to always be 928000. FF8114 (w) DIFFICULTY A Counter. When max value reached, DIFFICULTY A is incremented by 1 and counter is reset. FF8116 (b) Player scrolling enabled/disabled. 00 = enabled, 01 = disabled. Used in some demo sequences. FF8122 (b) Bonus stage active flag FF8123 (b) Uknown, checked as condition to not run difficulty handler (code xref 52FE). Is cleared on new sublevel load (including new level load) FF812A (b) Gameplay demo switch, sublevel intro (00 = not in demo, 01 = in demo) FF812B (b) A flag used during the Uptown elevator demo FF8129 (b) Gameplay demo switch, sublevel outro (00 = not in demo, 01 = in demo, FF = signal demo end?) FF812e (w) Memory location of active boss FF8204 to FF8283 (tbl) Score fifo, 128 bytes FF8284 to FF8304 (tbl) 1P statusbar target queue table. 8 byte entries. word 0 = offset of target's mem region from FF0000. This word cleared after bar is drawn. word 1 = target current health word 2 = target previous health word 3 = target max health FF8304 to FF8384 (tbl) 2P statusbar target queue table. Same format at 1P's. FF8384 (w) 1P statusbar target queue head pointer FF8386 (w) 1P statusbar target queue tail pointer FF8388 (w) 2P statusbar target queue head pointer FF838A (w) 2P statusbar target queue tail pointer FF840C (w) Level scroll RAM base address FF840E (b) Level scroll state0 FF8412 (l) Level scroll X-pos FF8416 (l) Level scroll Y-pos FF8436 (w) Level scroll X current limit (for enemy gates, etc) FF845A (w) Preserved level scroll X-pos FF845C (w) Preserved level scroll Y-pos FF850C (l) Pointer to 1st place High Score FF8510 (l) Pointer to 2nd place High Score FF8514 (l) Pointer to 3rd place High Score FF8518 (l) Pointer to 4th place High Score (obsolete, not calculated) FF851C (l) Pointer to 5th place High Score (obsolete, not calculated) HIGH SCORE TABLE 8 byte entries. A A A A B B B X A = Score digits in nybbles B = ASCII initials X = unused FF8520 (l) High Score Entry 1 - Points (Default 1ST. 20000 PTS NIN) FF8524 (l) High Score Entry 1 - Initials (Default 1ST. 20000 PTS NIN) FF8528 (l) High Score Entry 2 - Points (Default 2ND. 19000 PTS KNK) FF852C (l) High Score Entry 2 - Initials (Default 2ND. 19000 PTS KNK) FF8530 (l) High Score Entry 3 - Points (Default 3RD. 18000 PTS SIN) FF8534 (l) High Score Entry 3 - Initials (Default 3RD. 18000 PTS SIN) FF8538 (l) High Score Entry 4 - Points (Unused Default 4TH. 17000 PTS CAP) FF853C (l) High Score Entry 4 - Initials (Unused Default 4TH. 17000 PTS CAP) FF8540 (l) High Score Entry 5 - Points (Unused Default 5TH. 16000 PTS CAP) FF8544 (l) High Score Entry 5 - Initials (Unused Default 5TH. 16000 PTS CAP) PLAYER 1 RAM - C0 bytes long FF8568 (b) 1P RAM start/1P Active Status (00 = inactive, non-zero = active) FF856A (b) 1P state0 ; Offset for state machine 00 = Just initialized 02 = Normal gameplay 04 = Dead 06 = Game Over/Uninit entity 08 = Level Intro Demo Mode 0A = Level Outro Demo Mode 0C = ? FF856B (b) 1P state1 FF856C (b) 1P state2 FF856D (b) 1P state3 FF856E (w) 1P X-pos FF8570 (b) 1P X-pos micropixel FF8572 (w) 1P Y-pos FF8574 (b) 1P Y-pos micropixel FF8576 (w) 1P Y-pos origin FF8578 (b) 1P Y-pos origin micropixel FF857A (b) Player entity class ID (always 00) FF857B (b) Player number byte (00 = 1P, 01 = 2P) FF857C (b) 1P Player ID 00 = Guy, 01 = Cody, 02 = Haggar FF8590 (b) 1P Animation frame counter FF8592 (w) 1P Animation frame pointer FF8594 (w) 1P Animation controller? FF8596 (b) 1P Direction facing 00 = right, 01 = left FF859A (l) FF859E (b) Movement direction 00 = up 01 = up/right 02 = right 03 = down/right 04 = down 05 = down/left 06 = left 07 = up/left 08 = stand still FF85A8 (b) 1P Grip state (00 = no grip, 01 = player is gripping, FF = player is being gripped) FF85AC (w) RAM slot offset from FF8000 of 1P target grip entity FF85EA (b) 1P Input, current frame FF85EB (b) 1P Input, previous frame FF85EC (l) 1P Score, same format as seen in High Score table entries FF85F9 (b) 1P intro/outro demo leader state (00 = leader, !0 = follower) FF8617 (b) 1P Preserved frame of walk cycle PLAYER 2 RAM - C0 bytes long FF:8628 (b) 2P RAM start/2P Active Status (00 = inactive, non-zero = active) FF86AA (b) 2P Input, current frame FF86AB (b) 2P Input, previous frame FF86AC (l) 2P Score, same format as seen in High Score table entries FFB228 Base address for unique entity class 0C which controls Rolento's elevator FFCDE8 (guesswork) Large table for keeping track of available RAM slots for different entities. Outrodemo code uses this table to get a boss RAM slot for spawning BossAndore FFCF38 (w) Bossram number of free slots FFCF3A (l) Next available Boss ram slot FFD46A (b) 1P and 2P current status (xref sub $61D56) 0000 00BA A = 1P status (0 = inactive) B = 2P status FFD480 (b) Two credits to click in FFD478 (b) Incremented FFD6AC (b) Is set during the character bio gameplay demos, but not the other attract mode gameplay demos. (xref (r) 2B4A) (xref (w) 1705E (=0); 17ADC (=1, Guy Bio Demo start); 17BF0 (=0, Guy Bio Demo end); 17C14 (=1, Cody Bio Demo start); 17D28 (=0, Cody Bio Demo end); 17D4C (=1, Haggar Bio Demo start); 17E60 (=0, Haggar Bio Demo end); 1188 (=0, new game start) ROM: 65e7e - Index table for small text string table ENEMY ID STRUCTURE 00 00 BRED 00 01 DUG 00 02 JAKE 00 03 SIMONS 01 00 J 01 01 TWO.P 02 00 AXL 02 01 SLASH 03 00 ANDORE Jr 03 01 ANDORE 03 02 G.ANDORE 03 03 U.ANDORE 03 04 F.ANDORE 04 00 G.ORIBER 04 01 BILL BULL 04 02 WONG WHO 05 00 HOLLY WOOD 05 01 EL GADO 05 02 &? 06 00 ROXY 06 01 POISON |
25 May 2021, 18:39 | #662 | ||||
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Quote:
If a base system in around 1990 was A500 + 512kb then today it is A1200 + 030 + fastram + HD. In fact this was already the case in 1995/1996. If you never upgraded or left Amiga earlier doesn't change the facts. Don't try to propagate the false. Today: If you do games for Amiga users then you do it for them (if you release it) and/or your own. The target system configuration is just a choice. Quote:
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There is no fixed base configuration everybody should use. It is just a choice. Sorry, I feel a bit like a teacher telling the obvious. Maybe some people are or want to be fixed in the past?! |
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25 May 2021, 18:41 | #663 |
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Every one of us would like to see the best conversion as possible for Amiga, knowing its power. But doing so requires: effort, time and money. As you know few if any software house could indulge them. Even today its very diffult to do...
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25 May 2021, 18:51 | #664 | |
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A based configuration is a stock Amiga as I described above... time will never change that. |
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25 May 2021, 19:00 | #665 | |||
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Quote:
Quote:
Every single post I've made as part of our discussion about this topic so far has included me pointing out that this is my opinion and that I respect that others may have a different one. Really, did you even read what I wrote before typing this nonsense? Quote:
As for being fixed in the past, the Amiga is the past. It's not a viable system these days and hasn't been for several decades now. This entire hobby is about a dead system. That is fine (I'm super happy with my Amiga's), but claiming Amiga developers need to move with the times is rather silly given that context, don't you think? Last edited by roondar; 25 May 2021 at 19:10. |
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25 May 2021, 19:12 | #666 | |
J.M.D - Bedroom Musician
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Quote:
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25 May 2021, 19:16 | #667 | |
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There is absolutely no appeal at all in developing for expanding systems, this is what leads to all of that crap from Red Pill and Back Bone. The challenge, at least for me is to take a game and squeeze it into a stock system.... anything else I might as well develop on a PC. |
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25 May 2021, 19:17 | #668 | |
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I think vast majority of Amiga users today (even A500 users), have some sort of a HD solution . |
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25 May 2021, 19:18 | #669 | |
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But at the same time, all I'm really saying throughout the last few pages of the thread is that some of us (myself included), prefer coding for the low end machines and playing games on the low end machines. That means games based around floppy limitations as well for me. I understand there's people who want something different, but as a hobby-coder (on the Amiga anyway), I'll code for the target configurations that I like to target. I'm sure there are coders who are interested in higher spec Amiga's that make their own stuff, so in the end everyone benefits. It's not like I'm proposing we should ban the higher end stuff. All this is just about my personal opinion on the matter. And as said before, I respect that other people may have a different one |
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25 May 2021, 19:21 | #670 |
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@mcgeezer
I understand you mate as developer, its' quiet rewarding working on stock machine. But I think with a little bit of fast-ram, we can even enjoy more our Amiga. No powerful cpu, not ridiculous amount of memory, just within 512k-1mb of memory. That'll open the door of a hell of Amiga power. Thats' my 2 cents |
25 May 2021, 19:21 | #671 | |
J.M.D - Bedroom Musician
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Quote:
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25 May 2021, 19:24 | #672 | |
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I could be tempted to add enhancements to a game if extra ram is found but I wouldn't exclude stock machines. |
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25 May 2021, 19:26 | #673 |
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@mcgeezer
That's true. But as you know Aga its' highly limited by commodores' ram choice. Even a little as 256k-512k of fast ram will suffice. |
25 May 2021, 19:27 | #674 |
J.M.D - Bedroom Musician
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Well, i think they want the REAL goodies they get an hard disk - i remember a friend of mine used to render pictures with its A500 and 40 meg HD plus fast RAM and the experience -albeit not at the level of a big box amiga - was already another planet compared to my 1 meg 1.2 (that could not use hard disk natively) - yup, have A500 hard drive envy issues (mostly solved with my A1200)
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25 May 2021, 19:27 | #675 | |
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I honestly think the version of Final Fight the A500 got was very acceptable. I have no idea if an A1200 could do it any better... I'm just not a fan of the game but with unlimited ram you can probably port just about anything.... there's just no challenge. |
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25 May 2021, 19:29 | #676 |
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My idea of fast ram, it's just to hold game code and nothing else.
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25 May 2021, 19:29 | #677 | |
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For example, I know for a fact that someone has proved you can run full overscan 384x288, with fetch mode 4 and all 64 wide sprites available. ohh... and full scrolling... 8-way. |
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25 May 2021, 19:30 | #678 |
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25 May 2021, 19:31 | #679 |
J.M.D - Bedroom Musician
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I would have loved a decent port of Strider honestly far better than Final Fight - did throw loads of coins there
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25 May 2021, 19:33 | #680 |
J.M.D - Bedroom Musician
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Sandruzzo, i think that 3D superscaler racer a la power drift, maybe we should target A1200 rather than OCS/ECS so we are sure we can do it
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