jd wrote: ↑Mon Nov 27, 2023 3:17 pm
First run on a real Falcon 030 @32Mhz (powerup2 simple CPU speeder), 14Mb, RGB + NVDI (not sure if NVDI makes any difference yet) it is was extremely playable, once i got into it and was fully adjusted with a slight lag in display (my actions on the jagpad works fine in the gameplay just the actual sprite takes smidgen to catch up) it was brilliant. Again the very small lag doesn't affect gameplay whatsoever.
Thanks for your report. It's most interesting how fast it runs on different accelerators.
jd wrote: ↑Mon Nov 27, 2023 3:17 pm
If i were to nit pick the ring scene at end of level 2 with samurai dude has top half of screen displaying some jibberish in back ground, doesn't affect gameplay or get in the way just noticeable (same with next level ring scene with 2 Andre's).
Background clearing is not yet implemented which is indeed annoying. This will come up in one of the next releases.
jd wrote: ↑Mon Nov 27, 2023 3:17 pm
Love it so thanks for the effort, is there any more cleaning up of the code to do to make it more efficient (faster)? if not it is still superb.
Thanks. The first goal is to get it working without any bugs and with a 1:1 arcade conversion even when it woks only on faster machines. However, I think that a true Falcon 16 MHz version would look a bit different like reducing the screen size or implementing hardware scrolling instead of redrawing the whole screen. There's still some room in the current form, though.
MacFalcon wrote: ↑Wed Apr 10, 2024 3:38 pm
The game runs nice on my CT60 and also in 030 mode. Only "bad" thing I found: I can only control one player with the Jaguar pad :/ As my wife is a gamer like me, it would be nice if 2nd player could also control by jaguar pad 2.
That makes sense as it already supports the JagPad.
It's actually work in progress and I'll add this as an upcoming "quick fix".
MacFalcon wrote: ↑Wed Apr 10, 2024 3:38 pm
Is there a chance to add music?
Unfortunately this has the lowest priority. But well, the DSP has nothing to do yet so the vague answer would be "yes".
stormy wrote: ↑Wed Apr 10, 2024 6:00 pm
Coming up a year since we last heard about any updates on this project, I hope Anima is OK and has not given up!
MacFalcon wrote: ↑Wed Apr 10, 2024 3:38 pm
The game runs nice on my CT60 and also in 030 mode. Only "bad" thing I found: I can only control one player with the Jaguar pad :/ As my wife is a gamer like me, it would be nice if 2nd player could also control by jaguar pad 2.
That makes sense as it already supports the JagPad.
It's actually work in progress and I'll add this as an upcoming "quick fix".
MacFalcon wrote: ↑Wed Apr 10, 2024 3:38 pm
Is there a chance to add music?
Unfortunately this has the lowest priority. But well, the DSP has nothing to do yet so the vague answer would be "yes".
MacFalcon wrote: ↑Fri Jul 12, 2024 3:37 am
Thank you so much for including this
Please let me know if this works as expected. "coin in" etc. are not yet implemented because I had some issues with the Hatari gamepad emulation just to get the second JagPad working correctly.
HospesSTE wrote: ↑Fri Jul 12, 2024 9:18 am
Is there a chance for an STe version? Or, unfortunately, is there only a Falcon version left in production? ;(
Initially I had it in mind but first I need a complete working version which can be tested thoroughly mainly to fix the original relocatable ffight code. This works best on fast machines before reducing the features step by step to get it working on a stock Falcon, let alone on the STE.
As an example the scene preparation for each frame to draw all sprites, backgrounds and text is quite expensive and consumes about one VBL frame on a stock Falcon alone. So the idea is that the preparation could be done on the DSP. However, on the STE it would take even longer with the current approach. In conclusion each machine will need their special optimizations and so there's still "some" planning to do.
MacFalcon wrote: ↑Fri Jul 12, 2024 3:37 am
Thank you so much for including this
Please let me know if this works as expected. "coin in" etc. are not yet implemented because I had some issues with the Hatari gamepad emulation just to get the second JagPad working correctly.
So far it seems to work fine. I can move both players and have a + b button working. One is jump, the other one attack.
@Anima : Just for information, Ghouls'n'Ghosts, Strider, Final fight, SF2', SSF2 X68000 files are crunched with an LZSS packer (3 variants, 1 unsupported).
Now SPS France representative since the 19th of June 2014. Proud to be an SPS member !
Atari 520 STF / Atari 1040 STF / Atari 520 STE / Atari 1040 STE / Atari Falcon 030 14mb + 8gb CF
dlfrsilver wrote: ↑Tue Oct 29, 2024 2:13 pm
@Anima : Just for information, Ghouls'n'Ghosts, Strider, Final fight, SF2', SSF2 X68000 files are crunched with an LZSS packer (3 variants, 1 unsupported).
Thanks for the info. I was wondering what‘s going on in the sources of Final Fight for the X68000.
Anima wrote: ↑Wed Nov 13, 2024 1:57 pm
Sorry for the late reply. Well, TBH I need to check that. AFAIK it works with a lower ST RAM configuration but only when Fast-RAM is being installed.
Cool. It looks like it still checks specifically for 14 megs (or at least more than 11-12-something) even if the system sports fastram, however.
Does it use Mfree() to find out how much memory there is, or how is this done?
I didn't know about this until yesterday. I couldn't approve more.
One of the recent FF remakes for the Amiga that did get finished was also intended to be open sourced but github took it down so if this doesn't get finished then we may be able to port that instead.
Hopefully the dev is still working on this Atari version?
The 'Uzebox Omega is a fully open source games console that you can build in a weekend, even with no previous electronics experience: