English Amiga Board


Go Back   English Amiga Board > Main > Amiga scene

 
 
Thread Tools
Old 11 January 2023, 13:03   #81
viddi
Moderator
 
viddi's Avatar
 
Join Date: Apr 2006
Location: Germany
Age: 44
Posts: 4,007
So cool!
Can´t wait for this.
I hope it´ll be released some time soon.
viddi is offline  
Old 14 January 2023, 20:02   #82
Cris1997XX
Registered User
 
Join Date: Oct 2022
Location: Roma
Posts: 312
Quote:
Originally Posted by Howardphilips View Post
I feel like I have hijacked this thread but still, some news:
https://twitter.com/Brick_Nash/statu...hX25q3246iHX1g
Final Friday:

2P mode is in, & managed to squeeze in graphics for 6 characters+music/SFX (HUD is UC). Made the heartbreaking decision to shave off a row of tiles from the screen + bin some cool instruments from the music, but dem's the breaks.

As He-Man says, "Until next time".
There might still be a chance to have full screen graphics! We can't give up yet
Cris1997XX is offline  
Old 16 January 2023, 07:02   #83
Howardphilips
Registered User
 
Join Date: Dec 2022
Location: France
Posts: 83
From : https://mobile.twitter.com/brick_nash

I'll do my best to make FF:E A1200 compatible, but don't expect stuff like more colours as that would require a whole new set of graphics. It'll prob just run a bit smoother is all. Maybe take advantage of the 2MB RAM as well, but we'll see. AGA was a never a goal.
Final Friday:

Nothing really of interest to show. Been experimenting with different screen sizes and altering the code so that the tables/modulos/display automatically re-jig themselves to fit.

Surprising amount of fun for me, but not a very fascinating update.
Howardphilips is offline  
Old 16 January 2023, 09:18   #84
Howardphilips
Registered User
 
Join Date: Dec 2022
Location: France
Posts: 83
I keep thinking this guy has some real guts, taking care of the programming, music and some graphics improvements all on his own. I really wish this comes to fruition.
Howardphilips is offline  
Old 16 January 2023, 11:03   #85
sokolovic
Registered User
 
sokolovic's Avatar
 
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,417
Maybe someone could provide him a set of AGA graphics ?
sokolovic is offline  
Old 16 January 2023, 11:26   #86
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,164
AGA graphics would be toned down arcade assets (resized, less colors maybe). Amiga graphics are already a toned down version of the arcade graphics that Richard ripped from the board without telling anyone

I hope it's not too off topic, but it's interesting to know that a lot of arcade boards aren't built around 256 global color palette like the amiga or VGA PCs but rather sets of 4/8/16 color palettes per sprite/tile/layer, so much more flexible, less data to move to screen, ... dedicated to 2D. That's why most good ports require AGA and may be slow because of all the data copy on screen with 7 or 8 bitplanes.

Example: Xevious (1982) has a 256 color palette (impressive), but 2 layers of tiles, and the main tile layer has 8x8 tiles that can be configured using 4 colors among the 256 colors. But the same graphics are reused, just with a different palette. There are 128 possible lookup tables of 4 colors.

For sprites it's even worse: 64 different sprites with 8 selectable colors for each sprite using 128 possible lookup tables of 8 colors...

So on a global 256 color palette with 8 bitplanes, you can't possibly generate all bitmaps matching all the possible bitplane configuration if you want to emulate the assets 1:1. Fortunately, not all lookup tables are used with all tiles.

So to sum it up, those arcade boards don't cooperate with the amiga... And it was already true in 1982...

Last edited by jotd; 16 January 2023 at 11:34.
jotd is offline  
Old 16 January 2023, 11:29   #87
sokolovic
Registered User
 
sokolovic's Avatar
 
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,417
I was thinking of the work that have been done for previous attempt.
sokolovic is offline  
Old 16 January 2023, 12:15   #88
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,413
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by jotd View Post
AGA graphics would be toned down arcade assets (resized, less colors maybe). Amiga graphics are already a toned down version of the arcade graphics that Richard ripped from the board without telling anyone

I hope it's not too off topic, but it's interesting to know that a lot of arcade boards aren't built around 256 global color palette like the amiga or VGA PCs but rather sets of 4/8/16 color palettes per sprite/tile/layer, so much more flexible, less data to move to screen, ... dedicated to 2D. That's why most good ports require AGA and may be slow because of all the data copy on screen with 7 or 8 bitplanes.

Example: Xevious (1982) has a 256 color palette (impressive), but 2 layers of tiles, and the main tile layer has 8x8 tiles that can be configured using 4 colors among the 256 colors. But the same graphics are reused, just with a different palette. There are 128 possible lookup tables of 4 colors.

For sprites it's even worse: 64 different sprites with 8 selectable colors for each sprite using 128 possible lookup tables of 8 colors...

So on a global 256 color palette with 8 bitplanes, you can't possibly generate all bitmaps matching all the possible bitplane configuration if you want to emulate the assets 1:1. Fortunately, not all lookup tables are used with all tiles.

So to sum it up, those arcade boards don't cooperate with the amiga... And it was already true in 1982...
having Final Fight Megadrive on A1200 would be already excellent. That is 64 colors..... An A1200 should handle that.
dlfrsilver is offline  
Old 16 January 2023, 13:36   #89
sokolovic
Registered User
 
sokolovic's Avatar
 
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,417
Quote:
Originally Posted by dlfrsilver View Post
having Final Fight Megadrive on A1200 would be already excellent. That is 64 colors..... An A1200 should handle that.

Someone with a twitter account should make him that (excellent) suggestion.
sokolovic is offline  
Old 16 January 2023, 19:31   #90
d4rk3lf
Registered User
 
d4rk3lf's Avatar
 
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,645
Quote:
Originally Posted by dlfrsilver View Post
having Final Fight Megadrive on A1200 would be already excellent. That is 64 colors..... An A1200 should handle that.
My thought's exactly...
And if A1200 is.. let's say.. too powerful for that, and some memory or proc left to be used, rather then increasing number of colors,. or adding parallax, I'd make more then 4 enemies on the screen at once.
Even Sega, that is awesome version, is limited to 4 max enemies on the screen.
d4rk3lf is offline  
Old 17 January 2023, 17:04   #91
saimon69
J.M.D - Bedroom Musician
 
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
Quote:
Originally Posted by jotd View Post
Example: Xevious (1982) has a 256 color palette (impressive), but 2 layers of tiles, and the main tile layer has 8x8 tiles that can be configured using 4 colors among the 256 colors. But the same graphics are reused, just with a different palette. There are 128 possible lookup tables of 4 colors.
Is a bit OT but would seem Xevious shows no more than 16 - max 32 colors at once in the screen, so with some copper magic you could do it almost 1:1 on an OCS/ECS machine ^^
saimon69 is offline  
Old 17 January 2023, 17:21   #92
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,164
I already do some copper magic for the foreground font, but copper magic works well only when you design your game to use it (Devils Temple uses it with great success, Final Fight could use it too as there are status bars and all that could use a different palette without issues). In a game like Xevious (plus with a vertical scroll...), as you cannot predict where which color will be on the screen you're pretty screwed, and which tiles will be displayed. Of course in theory it's always possible but it's also super complex.

Else "with copper magic" no need for AGA "just" change the colors when you need them changed.

Plus the port I'm currently doing is using a rather platform agnostic approach to some point. A ECS version could be done, maybe later.
jotd is offline  
Old 21 January 2023, 07:53   #93
Howardphilips
Registered User
 
Join Date: Dec 2022
Location: France
Posts: 83
Still from https://mobile.twitter.com/Brick_Nas...C-ocXRye4sAAAA
(video enclosed)

"Final Friday:

Rockin' a 288w screen now. Big performance boost for not much visual cost.

Binned the XFlip routine as I couldn't get it any faster, so starting from scratch. Heartbreaking to know it's this smooth without the CPU having to fill in for the HW. ??

Until next time."

If someone with the technical skills and a Twitter account has a way to help, I think it would benefit the project.
Howardphilips is offline  
Old 21 January 2023, 19:49   #94
Retro1234
Phone Homer
 
Retro1234's Avatar
 
Join Date: Jun 2006
Location: 5150
Posts: 5,773
No offence to anyone but the original Amiga palette is horrible why would anyone remake FF using the same palette and graphics?
Retro1234 is offline  
Old 21 January 2023, 20:04   #95
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,413
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by Retro1234 View Post
No offence to anyone but the original Amiga palette is horrible why would anyone remake FF using the same palette and graphics?
I think the same. Or someone has to get the colors right......
dlfrsilver is offline  
Old 23 January 2023, 05:50   #96
saimon69
J.M.D - Bedroom Musician
 
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
I feel that he want to make things work and then tackle the graphics
saimon69 is offline  
Old 23 January 2023, 11:20   #97
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,164
problem is if you have to add more bitplanes, this changes a lot of things. Including performance.
jotd is offline  
Old 23 January 2023, 15:16   #98
Retro1234
Phone Homer
 
Retro1234's Avatar
 
Join Date: Jun 2006
Location: 5150
Posts: 5,773
Richard did a good job considering but I think something better could be done in 16 colour, there are some guys round here who are really good at that kind of thing.
Retro1234 is offline  
Old 23 January 2023, 15:34   #99
TCD
HOL/FTP busy bee
 
TCD's Avatar
 
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,525
Just had a look at the graphics on HOL and it seems it's the same palette for all stages. Tech noob here, but wouldn't it be possible to change the palette per stage and leave the graphics as they are?
TCD is offline  
Old 23 January 2023, 16:48   #100
saimon69
J.M.D - Bedroom Musician
 
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
Quote:
Originally Posted by TCD View Post
Just had a look at the graphics on HOL and it seems it's the same palette for all stages. Tech noob here, but wouldn't it be possible to change the palette per stage and leave the graphics as they are?
I second that, probably need some more routines though
saimon69 is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Final Fight Speculation sandruzzo Retrogaming General Discussion 199 18 November 2020 22:23
Final Fight AGA Retro1234 request.Old Rare Games 66 25 April 2019 23:48
Final Fight AGA? Amiga Forever Coders. General 15 25 April 2011 15:15
Ripping - Final Fight BippyM project.Sprites 2 06 April 2005 19:53
Final Fight Dastardly support.Games 3 01 June 2003 23:16

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 17:20.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.17595 seconds with 14 queries