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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 05 July 2021, 12:32   #741
dlfrsilver
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Quote:
Originally Posted by RichAplin View Post
Hi,
[ sorry to dredge up Final Fight again, I know you were trying to get away from it, but.. ] Hacking the existing A500 FF code to make it a significantly more playable/fun/authentic game would not be that hard; a lot easier than starting coding something from scratch - not a trivial job by any means, but one would be able to focus on fixing the rather tedious enemy AI and so on. There's a ton of stuff in that engine (background loading/decompression of sprites, dynamic memory defragging, etc) that was hard work at the time and would still be hard work to do today.
It did as much with the extra 512k of a 1MB A500 [if present] as it reasonably could - IIRC I used 128k for a 16bit ->16bit lookup table for flipping sprites, the rest for buffering etc. If I recall, on a 1MB amiga you would actually see different (larger variety) of baddies during the game because it was possible to keep more gfx in ram at the same time, and if it couldn't allocate space to load a new one (while you were playing) it fell back to reusing a baddie that was already in ram. However, that stuff is kinda cosmetic and not that important compared to making the gameplay mechanic feel really good.

Anyway.. personally I'd like to see someone hack the original FF code and make it a more fun game
Hi Rich, i have FF arcade code commented :P
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Old 05 July 2021, 13:13   #742
Lord Aga
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Did someone mention Final Fight?
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Old 05 July 2021, 14:47   #743
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Quote:
Originally Posted by RichAplin View Post
Hi,
[ sorry to dredge up Final Fight again, I know you were trying to get away from it, but.. ] Hacking the existing A500 FF code to make it a significantly more playable/fun/authentic game would not be that hard; a lot easier than starting coding something from scratch - not a trivial job by any means, but one would be able to focus on fixing the rather tedious enemy AI and so on. There's a ton of stuff in that engine (background loading/decompression of sprites, dynamic memory defragging, etc) that was hard work at the time and would still be hard work to do today.
It did as much with the extra 512k of a 1MB A500 [if present] as it reasonably could - IIRC I used 128k for a 16bit ->16bit lookup table for flipping sprites, the rest for buffering etc. If I recall, on a 1MB amiga you would actually see different (larger variety) of baddies during the game because it was possible to keep more gfx in ram at the same time, and if it couldn't allocate space to load a new one (while you were playing) it fell back to reusing a baddie that was already in ram. However, that stuff is kinda cosmetic and not that important compared to making the gameplay mechanic feel really good.

Anyway.. personally I'd like to see someone hack the original FF code and make it a more fun game
That's great man!
Any chance we get a source code for it?

Apart from gameplay, nobody denies that your engine is very powerful.
The fact that it runs on only 512kb is even more impressive.
And the fact you had only 6 months to do the job, and without any helps, adds to impressiveness even more.

If we discard 512kb limit, and change your engine to focus on full 1MB memory, do you think that some coder could easily add a couple of extra moves on playable characters (mainly grab (and throw) moves, and (grab) kick, and Guy's full combo)?
My rough estimation that it will be something llike 7-10 extra frames for Guy, and 5-7 extra frames for Cody and Haggar.
The above is very important for proper gameplay.
Without grab move, it's almost like having a platformer, without jump
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Old 06 July 2021, 04:18   #744
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AND i remind mods for the in-game are ready and two channels
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Old 24 October 2021, 19:01   #745
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In my opinion Death Rally (made by Apogee for PC DOS) would be great on Amiga... ECS or AGA...
HEAR! HEAR!

Guess it would need AGA 060 to run
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Old 24 October 2021, 19:53   #746
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Final Fight, both for Amiga and ST/E is horrible.

The sprites themselves are good.
Scenario graphics are really bad,

and the guilty part is the playability.



P.S. For STE users is worse, the game says "STE Hardware detected and Expansion RAM detected"...
but hardware scroll and blitter is not being used at all ¿? What means STE Hardware and expanded RAM detected if the hardware is not used? xD

Some ST games use preshifted tiles to render a smooth scroll, due to use additional RAM...




-And the fact you had only 6 months to do the job, and without any helps

Its more than impressive, due to we are sure that is done using assembler... this is the plague of many classic games, few development time and no help/assistance of third persons.

Last edited by masteries; 24 October 2021 at 20:00.
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Old 09 November 2021, 22:01   #747
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Done

Whoever voted previously for "Raiden I/II (Arcade) or Axelay (SNES)"... did you want your vote for:
  • Axelay (SNES)
  • Raiden (Arcade)
  • Raiden II (Arcade)
...at the moment it's registered to "Raiden (Arcade)".
Raiden Arcade would be outstanding.
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Old 09 November 2021, 23:24   #748
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Rastan seems a natural, since you've already done Rygar
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Old 17 December 2021, 22:46   #749
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How about a nice port of Gyruss?
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Old 17 December 2021, 22:49   #750
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How about a nice port of Gyruss?

that's a good idea, and easy to do I think
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Old 18 December 2021, 05:22   #751
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that's a good idea, and easy to do I think
Gyruss is essentially a Galaxian clone in polar coordinates; would however be interesting to mash together the Arcade and the NES versions - that has in example end level bosses and some particular extra flavor
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Old 24 December 2021, 09:47   #752
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Quote:
Originally Posted by Pyromania View Post
How about a nice port of Gyruss?
I concur.
Quote:
Originally Posted by saimon69 View Post
would however be interesting to mash together the Arcade and the NES versions
Don't know about the NES version, but the C64 version looks decent enough (might benefit from a little speed up enhancement though).

Ok my turn, what about a better port of Tiger Road ?
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Old 10 January 2022, 06:16   #753
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does it have to be a beat em‘ up?

I’d love to see ‚star trek: The revel universe‘ on the amiga.
100 %
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Old 10 January 2022, 14:03   #754
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"penguin adventure" from konami for the msx.
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Old 10 January 2022, 16:41   #755
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I would like to see a close to arcade perfect port of Zaxxon.
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Old 10 January 2022, 16:57   #756
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Phoenix, the original arcade
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Old 10 January 2022, 19:53   #757
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I might have lived under a rock but did not knew there was a FF7 bootleg for NES!
Wonder if the base code could be adapted and remade with better graphics on our miggy...
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Old 11 January 2022, 15:28   #758
gimbal
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How about a nice port of Gyruss?
Huh, cool looking game. Didn't know it existed.
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Old 11 January 2022, 15:52   #759
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Gyruss and Phoenix in my local arcade (and very close to mcgeezer so easy to go and compare/test), I have the high scores on both
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Old 11 January 2022, 17:52   #760
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Phoenix, the original arcade
And/Or its young brother Pleiades

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