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Old 03 February 2019, 04:59   #81
Shatterhand
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Quote:
Originally Posted by Steril707 View Post
Here comes the formula:
Give up the parallax, reduce colours to 32 and then reduce the frame count to whatever works with the amount of blits you need to do.

Every now and then load stuff from disk if you can't keep everything in RAM.

Bam, this will surely be an amazing arcade port.
You can get better speed with 16 colors, use the extra colors for HW sprites and use the copper.

If I ported Time Pilot I would probably use a 16 colors screen mode.

And Moon Patrol probably would use a Dual Playfield, but I woulr reuse spries as much as I could
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Old 03 February 2019, 10:05   #82
Jack Burton
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Green Beret
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Old 03 February 2019, 10:54   #83
jotd
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Green Beret was ported to the ... Thomson TO8... not on the miggy. Typical example of awesome games that could be 100% on the amiga but noooooo. 1985 is too old...
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Old 03 February 2019, 10:57   #84
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Green Beret was ported to the ... Thomson TO8... not on the miggy. Typical example of awesome games that could be 100% on the amiga but noooooo. 1985 is too old...
Absolutely.

The thought occurs it would be about a two month project using my Rygar engine. Might be worth it as i quite liked the game.
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Old 03 February 2019, 11:07   #85
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Yes, linear, not too many backgrounds, same enemies. I know this game very well, "completed" it in the arcades moons ago (except that 2nd round of levels is hard as nails), and you don't even have dual playfield (and the music is quite basic too). Much easier than Rygar.

I'd vote for that.
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Old 03 February 2019, 12:02   #86
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Super Pang would be nice (seeing as we had such a great port of the original pang). The snes had a great conversion but was only one player. The amiga proved very capable with the original Pang and the sequel is kind of just updated background and sprites (gameplay is much the same).

Last edited by Baboon; 03 February 2019 at 12:08.
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Old 03 February 2019, 14:19   #87
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Is this port canned?
http://www.indieretronews.com/2017/1...ing-retro.html
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Old 03 February 2019, 15:39   #88
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Green Beret
There is on-going Green Beret port project.

[ Show youtube player ]
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Old 03 February 2019, 15:51   #89
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There is on-going Green Beret port project.

[ Show youtube player ]
Which we havent heard about for two years if I remember rightly. And then, one time only as well.

I'd be really surprised if there was anything done on it since then.

Last edited by Tigerskunk; 03 February 2019 at 16:06.
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Old 03 February 2019, 16:05   #90
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Originally Posted by Shatterhand View Post
You can get better speed with 16 colors, use the extra colors for HW sprites and use the copper.
My answer was actually a joke.

I think after a certain amount of reduction of its graphics and sound effects, what's left of a game is not worth porting.

And the copper is a nice tool for changing colours, but usually you need to design games around it to work pretty well.

Just taking some 256 colours multi parallax arcade game with huge sprites that is pretty much over the OCSs capabilties and making a shitty port of it with 16 colours gets us nowhere, in my humble opinion.

I'd vastly prefer doing an original 16 colour game that is designed around this limitation and takes advantage of the OCS capabilities (like I do with Inviyya )
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Old 03 February 2019, 16:55   #91
Jack Burton
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Quote:
Originally Posted by Solo Kazuki View Post
There is on-going Green Beret port project.

[ Show youtube player ]
Yes, I knew this project, but I was referring to a port faithful to the original arcade version instead of a customized version (which mixes arcade and Nintendo 8bit versions) like we can see in the video you posted.
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Old 03 February 2019, 18:37   #92
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This project looks cool. But yes, too bad it doesn't try to replicate the arcade 100%.

BTW If someone wants to port my Bagman remake (SDL) to amiga native video be my guest (http://jotd.pagesperso-orange.fr/bagman/index.html)
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Old 03 February 2019, 20:55   #93
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Originally Posted by Steril707 View Post
Just taking some 256 colours multi parallax arcade game with huge sprites that is pretty much over the OCSs capabilties and making a shitty port of it with 16 colours gets us nowhere, in my humble opinion.
Not necessarily, imho.
I think if Final Fight had some gameplay tweaks here and there, it would be absolutely best beat em up for Amiga. Now it's one of the worst.
Also, for example, Captain Commando, if I remember correctly, didn't had large sprites (smaller then FF), and if you remove parallax, carefully pick colors, and watch on the gameplay, a very nice port could be done for OCS.

Of course, if Team 17 or Psychogenis, back in the day, made a unique bear em up, considering all Amiga flaws and ups, I think it could get pretty close to some popular arcade beat em ups.
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Old 03 February 2019, 21:21   #94
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Originally Posted by d4rk3lf View Post
Captain Commando, if I remember correctly, didn't had large sprites (smaller then FF), and if you remove parallax, carefully pick colors, and watch on the gameplay, a very nice port could be done for OCS.
.
You could take a screenshot, and colour reduce that in some graphics app.

You can add 16 additional colours for the player sprite (and only that one) if it will never be more wide than 64 pixels.

If that looks still acceptable to you, then you might have a good target for a port.
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Old 03 February 2019, 21:39   #95
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You don't necessarily have to be arcade-perfect to get a good port.
When you look at home consoles there were alot of compromises done to conversions, still those were very playable games.

Final Fight was OK back then, I was happy to be able to play it on Amiga. Better color reduction and smaller sprites surely would've helped the game, turning it in a very satisfying converison. Keep in mind that it was one person doing programming and graphics. Not bad IMO.
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Old 03 February 2019, 22:02   #96
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Is there a resource online somewhere for all the ripped Green Beret/Rush n Attack graphic tiles from the arcade?

I found a site years ago for a load of arcade machines like Rastan.
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Old 03 February 2019, 22:48   #97
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well, there are tons of sites. Look for "gamename sprites". But no luck for Green Beret or Rush'N'Attack (cool pun)
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Old 04 February 2019, 07:29   #98
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I'd love to see some proper near-arcade-perfect ports of CPS2 games on AGA + fastmem systems. e.g. finally a proper port of SF2. The big problem is how sprite-heavy CPS2 is (900 fricking 16x16 sprites!) but you could probably get away with it on AGA with the big sprites being hardware sprites and the projectiles done with blitter+cpu.

(I never understood the 8 sprite limit of OCS/ECS and especially in AGA which let you have huge sprites but you couldn't split them up. Even in 1985 8 sprites was a pretty anemic number.)
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Old 04 February 2019, 13:41   #99
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Any good arcade game BUT with a whole new graphics set in HAM will be avesome
For example X-Men vs. Street Fighter
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Old 04 February 2019, 16:22   #100
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I vote for Wind Jammers and Magical Drop II.
You can’t have more fun battling your friends than this!
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