Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

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

Postby Anima » Sat Apr 15, 2017 11:17 am

EvilFranky wrote:How are you going to approach the limited STE 16 colour display Anima? Will be a challenge converting...

Yes, I know, but I think I've found a good universal palette for this task.

Edit: sheet fixes.
Image

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

Postby dlfrsilver » Fri Apr 21, 2017 8:05 am

This is superb. I guess you spent way less time than me :)

one question, can you put those tiles in the same order and format as the one given in mame in the original tile banks ?
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Anima » Fri Apr 21, 2017 4:00 pm

dlfrsilver wrote:one question, can you put those tiles in the same order and format as the one given in mame in the original tile banks ?

I suppose you mean the sprite "tile code"!? Yes, it has been preserved in the file name of each image. I need it later on to identify the appropriate Blitter sprite to be drawn.

Here's an image archive of the sprites extracted so far.

Edit: spelling.

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

Postby dlfrsilver » Fri Apr 21, 2017 4:37 pm

A try in 16 colors for Atari STE
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby dlfrsilver » Sat Apr 22, 2017 12:21 am

@Anima : can you apply the same method for the 8x8 tiles and also the backgrounds and foreground (16x16 and 32x32 pixel tiles) ?
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Anima » Sat Apr 22, 2017 7:27 am

dlfrsilver wrote:A try in 16 colors for Atari STE

Thanks. I guess that you reduced the whole sprite sheet to 16 colours or did you map the colours to a different palette?

You need to be very careful with the resulting palette because the background tiles are not included. In fact it's very hard to find a good matching palette for this task and it depends heavily on the game as well.

dlfrsilver wrote:@Anima : can you apply the same method for the 8x8 tiles and also the backgrounds and foreground (16x16 and 32x32 pixel tiles) ?

Yes, definitely, but it's not yet implemented.

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

Postby dlfrsilver » Sat Apr 22, 2017 1:33 pm

ok, then ignore my reduce to 16 colors then. We do need indeed to have the background/foreground tile done too.
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby AtariCrypt » Sat Apr 22, 2017 2:52 pm

This is one exciting thread... just saying :)
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby dlfrsilver » Sat Apr 22, 2017 3:09 pm

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

Postby Anima » Thu Apr 27, 2017 3:24 pm

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


https://youtu.be/FRetovtonyY


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

Postby EvilFranky » Thu Apr 27, 2017 3:50 pm

Looking good Anima.

What are the technical details? Or is that for later?

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

Postby Estrayk » Thu Apr 27, 2017 8:40 pm

Greeeeaaat !!!!!!
・Falcon 030+FPU 14mb CosmosEX・Atari MegaSTE 4Mb CosmosEX・Atari STe 4Mb GotekHxC+Satan・Amiga A600 Vampire V2・Amiga A1200 030/50・MIST・

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

Postby Anima » Fri Apr 28, 2017 11:01 am

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

I'll give you some details later on.

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

Postby Anima » Fri Apr 28, 2017 11:23 pm

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.

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

Postby EvilFranky » Sat Apr 29, 2017 8:25 am

Final Fight 8)

Very cool mate, just tried in Hatari. Frame rate is great for the number and size of the sprites :mrgreen:

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

Postby Anima » Sat Apr 29, 2017 9:12 am

EvilFranky wrote: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 too. ;)

Fun fact: the Blitter copies the whole screen to "clear" the sprites which is obviously not the fastest method. However, the screen is almost filled with the sprites so the worst case is like that.

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

Postby EvilFranky » Sat Apr 29, 2017 10:04 am

A 'good' Atari port of Final Fight...you keep teasing Anima haha!

It also proves a MUCH better version of Street Fighter 2 could be ported, given enough time and resource.

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

Postby Frank B » Sat Apr 29, 2017 2:31 pm

How would it compare speed wise and memory wise to a standard masked method? Just curious :)

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

Postby dlfrsilver » Sun Apr 30, 2017 12:22 am

i have a question, Ghouls 'n' Ghosts CPS1 game code is fully assembler, however, i wonder how many routines it uses making usage of the custom CPS chips (not the usual known CPS registers, but the real blitting or tile engine routines ?).
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Anima » Sun Apr 30, 2017 5:20 pm

Frank B wrote: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 sprites can be compiled into a very compact code compared to the standard methods.

dlfrsilver wrote:i have a question, Ghouls 'n' Ghosts CPS1 game code is fully assembler, however, i wonder how many routines it uses making usage of the custom CPS chips (not the usual known CPS registers, but the real blitting or tile engine routines ?).

Actually the graphics display is simply done by filling the "graphics" RAM. The program writes a list of tiles/sprites in the appropriate area and the chips will display the background and sprites accordingly.

Edit: spelling.

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

Postby dlfrsilver » Mon May 01, 2017 1:37 pm

Actually the graphics display is simply done by filling the "graphics" RAM. The program writes a list of tiles/sprites in the appropriate area and the chips will display the background and sprites accordingly.

Edit: spelling.


Nasty XD ! Ok, so it's a sort of hardware assistance :) clever ! I noticed that Final Fight makes use of the primitive hardware rotation system they have implemented in the CPS1 arcade board..... :P

Damnd, the end level boss of level 1, has no sprites frames for rotating. It's all done by the hardware :D I saw that when i crawled inside the arcade game code for assembling the sprites tiles per tiles.
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Anima » Wed May 03, 2017 11:20 am

Short update: attract mode showing sprites:


https://youtu.be/Bo0hgGsU484


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

Postby dlfrsilver » Wed May 03, 2017 12:18 pm

That's very impressive for the moment :)
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Cogweasel » Wed May 03, 2017 12:48 pm

This is utterly awesome! Following this with interest... :)

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

Postby TheNameOfTheGame » Wed May 03, 2017 4:12 pm

Progressing nicely! Thanks for the update!


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