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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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Old 24 May 2021, 16:23   #601
dlfrsilver
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Quote:
Originally Posted by d4rk3lf View Post
I think that Richard Aplin's engine on Final Fight is amazing, despite the bad gameplay.
Let's not forget that his version works on unexpanded A500 (only 512kb Ram).

So, if it's modified to use whole 1MB, added few moves, improve gameplay, I think we would get Final Fight version for A500 that will make lot's of people happy (including me).
Richard did a great job on the code side. FF A500 problem is the awful palette.
16 colors is too short. 32 would be a bit better, but for something correct, you need not 1mb of ram but 4mb of ram.

The X68000 version is working with 2mb of ram, but is enhanced with 4mb of ram.
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Old 24 May 2021, 16:33   #602
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I can easily live with that graphics, if the gameplay was better.

So yeah - one more vote for Final Fight!
(but hopefully OCS-1MB).
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Old 24 May 2021, 16:36   #603
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Quote:
Originally Posted by d4rk3lf View Post
I can easily live with that graphics, if the gameplay was better.

So yeah - one more vote for Final Fight!
(but hopefully OCS-1MB).
Why redoing the game for A500 ? This is typically the game that would be fine using the A1200 (colors, parallax, sprites, and code + Hard drive).

A proper version would use a disassembly of the arcade code, which is 1500kb already, and around 512kb once assembled. so 2mb minimum.
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Old 24 May 2021, 16:48   #604
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Originally Posted by Konrad View Post
Chelnov has 3button controls. Turning, Shooting, Jumping. Up for jump (to eliminate one button) won't work well gameplay wise.
Amiga releases have all too often been hobbled by not using multiple buttons, despite the hardware supporting multiple buttons since day 1. It simply shouldn't even be considered a stumbling block for modern games - if the original needs multiple buttons, just use a controller with multiple buttons instead of trying to force an extra limitation onto it for no reason. CD32 controllers are easily available, and even a Megadrive controller can use all 3 buttons with a simple adaptor and simple code.
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Old 24 May 2021, 17:13   #605
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Originally Posted by dlfrsilver View Post
Why redoing the game for A500
Partially selfishness (because I am proud owner of A500 ), partially curiosity what can be done with A500 1MB.
Back in the day I owned A1200, though.

Either way, I am cheering, if anyone makes port for whatever Aga or OCS, just think that Aga with 4MB wouldn't be that much of a challenge, therefore less interesting.
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Old 24 May 2021, 17:31   #606
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In my opinion Death Rally (made by Apogee for PC DOS) would be great on Amiga... ECS or AGA...
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Old 24 May 2021, 18:26   #607
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Originally Posted by Daedalus View Post
Amiga releases have all too often been hobbled by not using multiple buttons, despite the hardware supporting multiple buttons since day 1. It simply shouldn't even be considered a stumbling block for modern games - if the original needs multiple buttons, just use a controller with multiple buttons instead of trying to force an extra limitation onto it for no reason. CD32 controllers are easily available, and even a Megadrive controller can use all 3 buttons with a simple adaptor and simple code.

Agreed, and no harm in adding a full keyboard option (eg. WASD for movement).
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Old 24 May 2021, 18:33   #608
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Surely Metro Siege is going to quench the thirst of those wanting a Final Fight type game for OCS?
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Old 24 May 2021, 20:03   #609
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Quote:
Originally Posted by mcgeezer View Post
Surely Metro Siege is going to quench the thirst of those wanting a Final Fight type game for OCS?
Definitely!

But it will still remain as a genre, with least number of quality games (So, only Metro Siege, and (pretty average) Golden Axe).
Unlike platformers, shooters, adventures, strategies.. etc.
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Old 24 May 2021, 20:11   #610
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The real issue with Final Fight will always be the large sprite size and large numbers of them. Not really a good fit for the Amiga unless you want to scale things down. Which is one of the reasons why Metro Siege looks so awesome - it did just that.
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Old 24 May 2021, 20:16   #611
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Final Fight is a legendary game. The port should not be half-assed.
It's a case of "go big or go home". So AGA with tons of fast RAM and HDD only. Maybe even high clocked 030.
No more "oh this 256 colour game is kind of OK in 8 colours" nonsense.
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Old 24 May 2021, 20:20   #612
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Quote:
Originally Posted by Lord Aga View Post
Final Fight is a legendary game. The port should not be half-assed.
It's a case of "go big or go home". So AGA with tons of fast RAM and HDD only. Maybe even high clocked 030.
No more "oh this 256 colour game is kind of OK in 8 colours" nonsense.
I strongly disagree with you - beside the 8 color part; with a meg and 16 colors no parallax plus a decent AI should be feasible even on OCS/ECS, just forget more that 6 sprites at once in the screen and 50FPS; a 50 updated at 25 should be feasible though.

Why i disagree, however, is because every bad port is a defeat, and a well done revamped port is instead a big fat 'Told you so' in face of detractors, ok is more an emotional reaction and for sure not enough to rekindle a game port business i guess, though - but the way i did go on so far is that when someone tell me something is impossible i usually look harder for a way to silence them
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Old 24 May 2021, 20:20   #613
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Originally Posted by modrobert View Post
Agreed, and no harm in adding a full keyboard option (eg. WASD for movement).
Indeed, though that's where things start to get murky. Some Amiga keyboards (e.g. the A1200) don't support multiple keypresses on most keys, so WASD controls don't work. It's part of the reason Amiga games still used arrow keys and qualifiers when WASD became popular, because those keys can be read when pressed together.
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Old 24 May 2021, 20:21   #614
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Quote:
Originally Posted by Lord Aga View Post
Final Fight is a legendary game. The port should not be half-assed.
It's a case of "go big or go home". So AGA with tons of fast RAM and HDD only. Maybe even high clocked 030.
No more "oh this 256 colour game is kind of OK in 8 colours" nonsense.
That's right we had to many crappy ports, including SSF2T, but it was a big step in right direction
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Old 24 May 2021, 20:45   #615
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8 color ... 16 colors ... OCS/ECS
No.
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Old 24 May 2021, 20:52   #616
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No.
Well what kind of positive answer could I expect on that from someone with your nick? :P
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Old 24 May 2021, 20:53   #617
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It's a case of "go big or go home". So AGA with tons of fast RAM and HDD only. Maybe even high clocked 030.
Fair enough, but to me that kind of defeats the point of targeting the Amiga. If you want to go the high-spec route, why use Amiga to begin with? The mame version is readily available and will be better than any Amiga version. In my opinion (and I repect yours may differ), all you'll prove with a 68030+ version that needs HDD/lots of RAM is that the nay-sayers are right and that the Amiga can't really handle the game.

On a side note, I don't think mcgeezer is actually all that interested in porting to expanded machines.
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Old 24 May 2021, 21:07   #618
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But an Amiga with AGA and an '030 and lots of RAM is still an Amiga, right? I'm all for squeezing the maximum out of the A500, but AGA and an '030 is still very limiting in the grand scheme of things, and is, after all, the base spec of the A4000 for example.
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Old 24 May 2021, 21:25   #619
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On a side note, I don't think mcgeezer is actually all that interested in porting to expanded machines.
I'm not.

For me the Amiga is about a stock A500/A600 and A1200/CD32.

There does not seem to be a well defined hardware standard at a reasonable price that warrants creating games for expanded Amigas.
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Old 24 May 2021, 21:54   #620
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But an Amiga with AGA and an '030 and lots of RAM is still an Amiga, right? I'm all for squeezing the maximum out of the A500, but AGA and an '030 is still very limiting in the grand scheme of things, and is, after all, the base spec of the A4000 for example.
I'm not saying it's not an Amiga. But I am saying that relying on lots of RAM and CPU grunt to get things done doesn't feel like the 'Amiga way' to me. It may be because I also code on the Amiga, but it just doesn't feel all that interesting to me to offload everything to a high powered CPU with lots of RAM and high quantities of storage. After all, with enough brute force anything can be done.

For me, the Amiga is really all about the low end: the A1000/A500/A600 and the A1200/CD32. I'm just not that interested in much more.
But like I said, I respect other's opinion on this is quite different.

Last edited by roondar; 24 May 2021 at 22:02.
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