Search found 664 matches

by Anima
Sat Jun 03, 2017 10:39 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 362
Views: 76229

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Another short update: one of the two biggest issues has been solved. The sprite drawing code uses 16 bit addressing for a faster Blitter register setup each line. This, however, limits the screen area to 64 kB. Horizontal scrolling would be possible to a certain extent but vertical scrolling is not....
by Anima
Tue May 30, 2017 4:15 am
Forum: Games
Topic: Cho Ren Sha 68k for the Atari Falcon030
Replies: 80
Views: 33331

Re: Cho Ren Sha 68k for the Atari Falcon030

Last weekend I participated in a retrogaming meeting in France called Retro Game Alpes 2017. Thanks for your short report and the photos. I'm glad to hear that you and others had fun with the "new" Falcon games. The falcon should have more good games, it's a great computer I cannot agree ...
by Anima
Sat May 20, 2017 8:26 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 362
Views: 76229

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

That's an impressive universal palette (DawnBringer). I notice it doesn't match STE rgb bitdepth as the values use all 8 bits of R,G,B where the STE has only 4 bits. Did you have to edit the values further or did you just let it quantise down to 4? I guess quantising would be enough since its alrea...
by Anima
Fri May 19, 2017 11:38 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 362
Views: 76229

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

It'll be hard anyway to create an optimal 16-color palete for only one level and it's sprites. Yes indeed. I think I've found a good one. Actually it's the "DawnBringers 16 colours palette" : http://www.atomic-skulls.de/temp/atari_ste_palette.png Here are some remapped MAME screenshots us...
by Anima
Fri May 19, 2017 11:07 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 362
Views: 76229

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

dlfrsilver wrote:I'm at work, and i don't have access to irfanview, how many colors there are in here ?

Code: Select all

identify -format "%k\n" tiles.png
...says 551 colours.

Some colours might not be correct so this most likely only an estimate number.
by Anima
Fri May 19, 2017 5:32 am
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 89
Views: 20977

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

Just a short note: I've got an error on the post build event while compiling the "agtcut" tool. Copying the result to "C:\FalconVFS\share\N\AGTsource\bin\." fails.
by Anima
Fri May 19, 2017 4:34 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 362
Views: 76229

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Please add a CPU renderer mode to the game. It should open eyes to how effective the ST blitter is :D A comparison would be nice indeed. However, I don't have a CPU drawing code ready and I expect that someone would argue that I am not using the fastest one just to make the Blitter shine in this as...
by Anima
Thu May 18, 2017 7:07 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 362
Views: 76229

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Update: background tiles extraction works now.
Image
by Anima
Wed May 17, 2017 8:49 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 362
Views: 76229

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

WIP update: gameplay sprites stress test:


https://youtu.be/ltl_5hNbwI8

by Anima
Wed May 17, 2017 8:48 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 362
Views: 76229

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

dlfrsilver wrote:Just as hint :

https://www.spriters-resource.com/arcade/ghoulsnghosts/

You'll see all the sprites seperated.

Level 1 sees :
[...]

Thanks. I'll have a look on that list for sure later on.
by Anima
Thu May 11, 2017 5:06 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 362
Views: 76229

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Short update: all important MAME cheats (as a debugging help) have been added so I can check all levels with the new "teleport functions". Also a strange bus error access will now be handled correctly at the last stage.
by Anima
Thu May 11, 2017 7:24 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 362
Views: 76229

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

calimero wrote:Btw could you use Dougs technique like in Metal Solider demo for pseudo more colors? Or it will take too much memory?

That technique would be perfect for arcade conversions but it needs twice as much data and this is not an option for at least the CPS ports. ;)
by Anima
Tue May 09, 2017 5:38 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 362
Views: 76229

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

5 levels in this game, 10mb for sprites ? 10/5 = 2mb for sprites. How much ram is needed for backgrounds/foregrounds ? You have to keep in mind that there are some sprites which might be present at each level. The main character including all powered up incarnations with all the animations and diff...
by Anima
Tue May 09, 2017 5:38 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 362
Views: 76229

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Fabulous !!! This means that either the STE or the Amiga can deal with the arcade game logic, minding you lower the colors :D ! Well, sort of. The CPS1 machines are clocked at 10 MHz. This version of Ghouls 'n Ghosts even runs at 12 MHz. That was chosen with purpose since the handling of the tile d...
by Anima
Mon May 08, 2017 9:11 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 362
Views: 76229

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Approaching the first boss using the invincibility cheat. Please note the RAM size of the emulated Atari STE. Unfortunately the sprites alone still consume up to 10 MB of RAM.


https://youtu.be/7kfjVosxTq8

by Anima
Mon May 08, 2017 9:46 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 362
Views: 76229

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Update: a short video showing the gameplay (sprites only):


https://youtu.be/Pd4_h2klGUM

by Anima
Thu May 04, 2017 3:40 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 362
Views: 76229

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

In the end, are you going to focus on a STe version or for Falcon? The Atari STE has the highest priority but it seems that it'll be a tough callenge to get it working on it. Especially the memory requrement is quite high. Unfortunately the code doesn't run on the Falcon as is and needs some additi...
by Anima
Thu May 04, 2017 7:49 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 362
Views: 76229

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Thanks all.

It's indeed a first sprite integration test version. Technical details will follow soon.
by Anima
Wed May 03, 2017 11:20 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 362
Views: 76229

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Short update: attract mode showing sprites:


https://youtu.be/Bo0hgGsU484

by Anima
Sun Apr 30, 2017 5:20 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 362
Views: 76229

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

How would it compare speed wise and memory wise to a standard masked method? Just curious :) I'll have to add some calculations in the sprite compiler to get exact numbers because the performance depends heavily on the sprite graphics. Especially the non-rectangle like shape of the Final Fight spri...
by Anima
Sat Apr 29, 2017 9:12 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 362
Views: 76229

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Final Fight 8) Very cool mate, just tried in Hatari. Frame rate is great for the number and size of the sprites :mrgreen: Thanks. The question was: is the framerate acceptable when having many "big" sprites on the screen. So in conclusion Final Fight is a candidate for an Atari STE port t...
by Anima
Fri Apr 28, 2017 11:23 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 362
Views: 76229

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Here's a small demo (ST floppy image) of the sprite code to try on your Atari STE. It shows some floating sprites from a different game on a background and no: it doesn't run at 50 fps but I think the performance is still ok.

Image
by Anima
Fri Apr 28, 2017 11:01 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 362
Views: 76229

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

EvilFranky wrote:What are the technical details? Or is that for later?

I'll give you some details later on.
by Anima
Thu Apr 27, 2017 3:24 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 362
Views: 76229

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Short update: Blitter sprite compiler works. Time to integrate some sprites in the game. ;)


https://youtu.be/FRetovtonyY

by Anima
Wed Apr 26, 2017 3:58 pm
Forum: 680x0
Topic: The X68000 games porting experiment
Replies: 475
Views: 107548

Re: The X68000 games porting experiment

Are pacmania, galaga 88 and other emulated games still available somewhere ? I can't find them. Oops. Thanks for the info! The binaries were obviously not collected at a secure place. So far I've found a link to the (latest) Pac-Mania version in a message but I definitely have to clean that up on m...

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