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Old 24 September 2022, 23:35   #21
demoniac
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Originally Posted by acidbottle View Post
To be honest, the original streetfighter was utter trash in the arcade to. Remember a big punch circle you had to smash to punch in-game, was hard as hell! Trying to emulate that gimmick through a computer/console never worked.
There were 2 versions of the arcade. One had the giant punch buttons, while the other hand regular buttons much like SF2.
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Old 25 September 2022, 00:09   #22
redblade
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Looking good already. I watched a video of the Atari ST version and it also had parallax scrolling which the Amiga missed out on.

Did you find it easy to rip the Arcade data for your project?
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Old 25 September 2022, 08:24   #23
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Well the sprites are online so i have not had to directly rip anything yet.
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Old 25 September 2022, 08:44   #24
saimon69
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Originally Posted by redblade View Post
Looking good already. I watched a video of the Atari ST version and it also had parallax scrolling which the Amiga missed out on.
Correction: it HAD parallax but the clouds were not moving
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Old 25 September 2022, 12:08   #25
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LOL, just looked it up.

True, also the game looks like it is running double frame rate compared to the Amiga version. Almost playable.
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Old 25 September 2022, 16:34   #26
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So I decided to take acidbottles advice and try not to hold back on the port then cut back and optimise when finished.

Here is a preview of the japan stage with ryu and retsu. Everything is sharing a 16 colour palette I swear cutting down the stage colours will drive me to madness. Big thanks to Mike from bitbeamcannon for the great colour palette and help with the character edits.


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Old 25 September 2022, 17:38   #27
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Looks really nice that, great work!
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Old 25 September 2022, 17:43   #28
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Looks good !
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Old 25 September 2022, 19:34   #29
saimon69
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Originally Posted by msmalik681 View Post
So I decided to take acidbottles advice and try not to hold back on the port then cut back and optimise when finished.

Here is a preview of the japan stage with ryu and retsu. Everything is sharing a 16 colour palette I swear cutting down the stage colours will drive me to madness. Big thanks to Mike from bitbeamcannon for the great colour palette and help with the character edits.


I would make different palettes for the latter stages to avoid the blueishness that afflicted the Tiertex port
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Old 25 September 2022, 19:50   #30
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Originally Posted by saimon69 View Post
I would make different palettes for the latter stages to avoid the blueishness that afflicted the Tiertex port
Definitely looking better than the A500 original but I agree, still very blue! Doesn't Scorpion allow palette changing on the fly? You could grab a few more colours for the characters and maybe make the background more colourful at the same time?

Are you not using 32 colours for speed reasons?
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Old 25 September 2022, 21:09   #31
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Wait can a OCS amiga 500 support 32 colours ?
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Old 25 September 2022, 21:15   #32
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It can but performance is not that good especially for arcades with scrolling - someone with more technical background can probably teach you some tricks
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Old 26 September 2022, 07:36   #33
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Wait can a OCS amiga 500 support 32 colours ?
Takes up a lot of free DMA time. With moving these big ass sprites probably not that easy then.
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Old 26 September 2022, 09:58   #34
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PC Engine got a decent port (although the game still sucks), [ Show youtube player ]
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Old 26 September 2022, 11:30   #35
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nice work! keep doing man
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Old 26 September 2022, 15:30   #36
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Maybe more subdued backgrounds, like this, just with more color on the characters.
Attached Thumbnails
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Old 26 September 2022, 17:36   #37
alain.treesong
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Ah another thread about Street Fighter and the Amiga. And this time SF 1. Great

@msmalik681
Yes the Amiga OCS can display 32 colors and even 64 (half bright) and HAM (4096).
If we remain on the "game" subject, the most used mode are 16 colors (Turrican 2, BC Kid..), 32 colors (Alien Breed, Superfrog...) and the dual playfield mode i.e. 2*8 colors (Chuck Rock, Shadow of the Beast...)
Some game use other mode like the 64 colors mode (Pinball Dreams) but it is rare.

The main problem for A500 and the SF kind of game is the chip memory : 512kb. There are a lot of threads about that...

One good solution to manage that, and to get 50fps is to used the dual playfield mode. It means that the back has 8 colors and the front (so the two characters) only 7.
Possible actually. The best proof of that is Shadow fighters : https://hol.abime.net/1888 (the chars are in 25 fps I think).
I did a demo one or two years ago about that using the characters from Street fighter 2 :
https://www.pouet.net/prod.php?which=88383 (youtube link in the page).

I think a good SF1 port is possible on the 500.
Perhaps one thing you didn't know well is the fact that with the magical great chip called Copper, you can change the color palette multiple time in a screen, so in fact the back can display many colors (the best example is of course: https://hol.abime.net/1891)

I don't know if you can do that with the scorpion engine.

I will do perhaps a try this evening (with the Amos language)

Good luck with your port on Scorpion
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Old 26 September 2022, 19:54   #38
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Originally Posted by Marcuz View Post
Maybe more subdued backgrounds, like this, just with more color on the characters.
This looks very nice and has lost that blue tinge.
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Old 26 September 2022, 23:36   #39
alain.treesong
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Simple SF1 POC in dual Playfield

So here is a simple implem of rendering based on dual playfield.

You can see a quick video here (A500 vanilla) : [ Show youtube player ]

Here is the adf, so you can test all that in a real Amiga : simple move with the joystick left or right

sf1.zip


About this demo :

The back is in 8 colors + some copper enhancements. With the help of a graphist we could get something better...

The two chars are in 7 colors. I downgrade all the chars frames and it works pretty well. For this little demo, only the "walk" frames are used.

Click image for larger version

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Here is the background without the copper magic :

Click image for larger version

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All together :

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By the way, I used this fabulous tool to set the rasters :
https://gradient-blaster.grahambates.com/

So I am curious what it can give with Scorpion.

Last edited by alain.treesong; 26 September 2022 at 23:43.
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Old 27 September 2022, 02:30   #40
saimon69
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That is a really well done job! Now if we add a 64x16 cloud sprite in three colors we can sorta simulate parallax in the back (and if copperlist changes colors of the sprites might look even better)
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