Quote from: TFM on 21:59, 24 September 13The idea of the shaking of status are and game are is nice!Will be better if only done when you Win (K.O.) an the loser fall on the floor.
Quote from: TotO on 23:50, 24 September 13Yes, it was put when you jump because the K.O. is not implemented yet(hits do no damage as of now). But the effect is there ;)
Will be better if only done when you Win (K.O.) an the loser fall on the floor.
(every time is too much and goes less magic... but sure, it's Work In Progress ;) )
Quote from: arnoldemu on 10:56, 25 September 13EDIT3: I have gone back to one of my unfinished games recently, and I am working on finishing the menus and presentation, but also I am working out how to make it more fun to play.
Quote from: sigh on 15:45, 25 September 13The screen dimensions will vary depending on the monitor used. We are using all of the screen witdh (full background size is 224x144 pixels). And yes, we will incorporate music and sound effects, but sound effects will not be digital (not enough memory, and probably not enough CPU power, sorry!)
What are the screen dimensions? Are you incorporating both music and sound effects?
Quote from: sigh on 15:45, 25 September 13We will have all backgrounds, but we are going to respect the gameplay, so we will use the backgrounds the same way arcade version does.
Regarding the backgrounds - are all going to be present? If so, will the background picture only use the character associated with it, or can you mix and match different characters on any background?
Quote from: GOB on 19:43, 26 September 13
I hope there will be a cpc+ version !!! ;)
Quote from: fano on 12:09, 26 September 13
Nice gfx and animation.How do you project to manage multiples attacks with 1 (or 2) buttons and special moves ?
Same thing , do you plan to manage hit chaining like the original SF2 ?
Quote from: sigh on 12:57, 26 September 13
I really like your approach of the non scrolling backgrounds....
Quote from: sigh on 12:57, 26 September 13
How far in are you in regards to the characters and sprites? How are you tackling dhalsim?
Quote from: Xifos on 20:46, 26 September 13
How did you manage to have enough ram for all the sprites ?
(Even with the 6128 banks)
Are they compressed ? And uncompressed when displayed ?
What about their size ?
Quote from: MacDeath on 22:02, 26 September 13
What "MSX" are we talking about ?
Quote from: AugustoRuiz on 22:29, 26 September 13
We'll have two attack buttons (punch and kick) and multiple attack strengths. We have yet to test how the strength will be selected, using a directional approach or a time based approach. We'll see how it works.
Quote from: AugustoRuiz on 22:29, 26 September 13
Hardware scrolling is implemented (one byte at a time, not enough memory), but to be honest, I'm not very happy with the result. That's why I turned it off for the video. The frame rate is the same with the scroll enabled.
Quote from: Xifos on 11:12, 27 September 13
It's true that the msx version works well, but it suffers from the hardware sprites limitations.
Maybe they had to adapt to the 4 sprites limitation per scanline ?
I prefer the software sprites of the cpc version, even in mode 0 res.
Quote from: sigh on 14:01, 27 September 13
Regardless of the hardware sprite limitations on the MSX 2, the playability of the game "feels" like a proper streetfighter 2 game.This to me is far more important than anything else.
Quote from: sigh on 14:01, 27 September 13I am exactly in this case and i noticed too MSX version seems to own a good behavior (in proportion because it is just a MSX)
Regardless of the hardware sprite limitations on the MSX 2, the playability of the game "feels" like a proper streetfighter 2 game.This to me is far more important than anything else.
(but that's coming from a self confessed Street Fighter fan :D )
Quote from: fano on 15:16, 27 September 13It would help a lot having some info on those features (hit chaining and hit priority). I've been searching for them, but couldn't find any. Any help is welcome...
I am exactly in this case and i noticed too MSX version seems to own a good behavior (in proportion because it is just a MSX)
Btw, seems to miss projections and there is a need to try this to check if other SF2 features are respected like chaining or hit priority.
Quote from: AugustoRuiz on 15:32, 27 September 13Sadly , this is just empiric observations as never tried to reverse it and do i do not got the source code.That was long time ago (20years ?), i was a fan of SF2 (and CPC user) and studied a bit its mecanisms.
It would help a lot having some info on those features (hit chaining and hit priority). I've been searching for them, but couldn't find any. Any help is welcome...
QuoteThis is really good news that they got it working at that speed as the CPC specs (correct me if I'm wrong) are quite similar to the MSX 2 specs?Not really...
QuoteMSX (first generation)
The effect of attribute clash when using the 256×192 Highres mode of TMS9918.
Processor: Zilog Z80A running at 3.58 MHz
ROM: 32 KB
BIOS (16 KB)
MSX BASIC V1.0 (16 KB)
RAM: 8 KB minimum, most machines provided either 32 or 64 KB; machines with 128 KB exist
Video Display Processor: Texas Instruments TMS9918 family
Video RAM: 16 KB
Text modes: 40×24 and 32×24
Resolution: 256×192 (16 colours). In reality there are just 15 colour tints available, because, just like Sinclair Spectrum there are two versions of black. Unlike the Spectrum however, one of the blacks is actually "transparent", so the MSX video picture could be overlayed on another video signal, for example one from a video disk.
Sprites: 32, 1 colour, max 4 per horizontal line
Sound chip: General Instrument AY-3-8910 (PSG)
QuoteMSX2
Processor: Zilog Z80A running at 3.58 MHz
ROM: 48 KB
BIOS + Extended BIOS (32 KB)
MSX BASIC V2.0 or V2.1 (16 KB)
DiskROM (16 KB) (optional, common)
MSX-Audio BIOS (32 KB) (optional, no machines are known with this BIOS built in)
RAM: 64 KB minimum, commonly 128 KB in Europe, 64 KB on Japanese computers, machines with up to 512 KB were made
Memory mapped (4 MB/slot max) (optional)
Video Display Processor: Yamaha V9938 (a.k.a. MSX-Video) Supports all MSX video modes plus:
Increased video RAM: 128 KB (sometimes 64 or 192 KB)
New text mode: 80×24
New bitmapped video modes without the attribute clash of MSX 1
New resolutions: 512×212 (16 colours out of 512) and 256×212 (256 colours)
Increased number of, and more advanced sprites: 32, 16 colours, max 8 per horizontal line
Hardware acceleration for copy, line, fill, etc.
Interlacing to double vertical resolution
A vertical scroll register
Vertical and horizontal display offset register
Sound chip: Yamaha YM2149 (PSG)
Clock chip: Ricoh RP5C01 (or compatible)
3.5 in (89 mm) Floppy disk drive is common
QuoteMSX2+
MSX2+ computer: a Panasonic FS-A1WSX
Only officially released in Japan (available in Europe and Brazil via upgrades)
Processor: Zilog Z80 compatible running at 3.58 MHz (the MSX2+ models from Panasonic can be set to run on 5.37 MHz by software, but this is not part of the standard)
ROM: 64 KB
BIOS + Extended BIOS (32 KB)
MSX BASIC V3.0 (16 KB)
DiskROM (16 KB) (optional, very common)
Kun-BASIC (16 KB) (optional)
Kanji ROM (optional)
RAM: commonly 64 KB (on Japanese computers)
Memory mapped (4 MB/slot max)
Video Display Processor: Yamaha V9958 (aka MSX-Video) All of MSX2's specifications plus:
The minimal video RAM is now 128 KB. Up to 192KB is supported.
a new 256×212 YJK video mode with 19268 simultaneous colors
a new 256×212 mixed-YJK/RGB video mode with 12499 simultaneous colors
a horizontal scroll register
Sound chip: Yamaha YM2149 (PSG)
Optional sound chip: Yamaha YM2413 (OPLL) (MSX-Music)
Clock chip RP5C01
3.5 in (89 mm) Floppy disk drive is very common
QuoteMSX turboR
Only released in Japan
Processor: R800 and Zilog Z80A compatible
R800 running at 7.16 MHz (instructions use about 4x less clock ticks than the Z80, so often quoted as 28.6 MHz when comparing with the Z80)
Zilog Z80A compatible (embedded in the T9769C MSX-Engine) running at 3.58 MHz for backward compatibility
ROM: 96 KB
BIOS + Extended BIOS (48 KB)
MSX BASIC V4.0 (16 KB)
DiskROM (16 KB)
Kun-BASIC (16 KB)
Kanji ROM (256 KB)
Firmware (4 MB)
RAM: 256 KB (FS-A1ST) or 512 KB (FS-A1GT)
Memory mapped (4 MB/slot max)
Additionally 16 KB (FS-A1ST) or 32 KB (FS-A1GT) of SRAM (battery-powered)
Video Display Processor: Yamaha V9958 (aka MSX-Video) so the same capabilities as MSX2+
Sound chip: Yamaha YM2149 (PSG)
Sound chip: Yamaha YM2413 (OPLL) (MSX-Music)
Sound chip: PCM
8-bit single channel (no DMA), 16 kHz max using BIOS routines.
Microphone built-in
Sound chip: MIDI in/out (FS-A1GT only)
Clock chip
3.5 in (89 mm) Floppy disk drive
Quotehardware sprite limitations on the MSX 2only 4 sprites per line ? on an MSX2 ?
QuoteIncreased number of, and more advanced sprites: 32, 16 colours, max 8 per horizontal line
Quote from: mahlemiut on 23:47, 03 February 14
Looks awesome. But it looks like the gameplay isn't all that great. Which means it's at least on par with the PC version. :)
And why does Dhalsim sound like Ryu?
Quote from: Xifos on 10:52, 27 February 14I expect there will not be much news yet. They will be busy making the AI and making sure the gameplay is great.
Hi,
Are there any news for the cpc version ?
And is this the same team doing the new msx2 version ?
(which is really impressive)
:)
Quote from: AugustoRuiz on 12:16, 27 February 14
Yup, quite busy right now... And teams are different and unrelated for CPC and MSX2 versions...
Quote from: redbox on 14:14, 04 February 14
Just looked at the specs for the MSX2 and it seems pretty much what the Plus range *should* have been :o
Quote from: AugustoRuiz on 12:16, 27 February 14
Yup, quite busy right now... And teams are different and unrelated for CPC and MSX2 versions...
Quote from: sigh on 12:31, 27 February 14
Any updates on how the project is going in regards to the speed of the game, the scrolling (if any) and the controls?
Quote from: AugustoRuiz on 13:17, 28 February 14
Speed remains the same right now, and scroll is back, though I'm not happy with the scrolling algorithm. I'll change it so that the scroll is based on a character "pushing" the borders, rather than keeping the characters midpoint @ the middle of the screen (thought it would work nice, but it doesn't).
Scroll is implemented using hardware, one character at a time, so it's not as smooth as it could be.
Controls: We're still testing which is the best way of implementing several kind of punches without ghosting. I think that forcing playing with the joystick plus some additional key is not a good idea, sorry. Also, timing the presses will make SFII look more like a KoF. So right now what's implemented is a direction based strategy. If you push forward, it's a strong attack. If you push back, a weak attack. If no direction (back/fwd), then it's a middle attack.
Also, we're discussing right now if we will use tiles to build the background (in order to save some memory), or keep doing it with a big bitmap as it is right now (this will be a disc only release)... We need memory!!!
Quote from: AugustoRuiz on 14:38, 28 February 14
Well, it's not that it's needed, but it's a "nice to have", as it doesn't impact performance.
Quote from: Xifos on 14:23, 27 February 14Btw, I don't feel that asking is putting pressure, don't worry. But due to my limited time to devote to this project, the progress is slow.
Ok i understand.
Sorry for asking, didn't want to put any pressure on you, i know this is a lot of work.
Quote from: dragon on 15:04, 28 February 14
This shows that the emulators do not emulate 100% the machines.
Have in mind once finished, make a version for the plus range? or integrated it?(as does the Prehistorik 2).
Quote from: AugustoRuiz on 13:17, 28 February 14Controls: We're still testing which is the best way of implementing several kind of punches without ghosting. I think that forcing playing with the joystick plus some additional key is not a good idea, sorry. Also, timing the presses will make SFII look more like a KoF. So right now what's implemented is a direction based strategy. If you push forward, it's a strong attack. If you push back, a weak attack. If no direction (back/fwd), then it's a middle attack.Does this causes problem with special moves that uses a lot direction keys ?
Quote from: AugustoRuiz on 16:00, 28 February 14Hum... DaD would certainly like that, but being sincere... I've been working on this project for several years. I'm not sure I'll have the motivation to do a Plus version. It's not on my mind right now... But adding support to the CTC-AY in order to play samples might be nice. Hadouken!If you need some help with CTC-AY , just send me a PM ;)
Quote from: AugustoRuiz on 01:34, 04 March 14Yes.
Which issue? 126?
Quote from: arnoldemu on 10:49, 04 March 14Hum, seems I cannot buy it in Spain for my Android tablet :( Any picture?
Yes.
Quote from: sigh on 16:39, 04 March 14@AugustoRuiz: Your version is really looking stunning and I look forward to seeing more.
Quote from: AugustoRuiz on 17:28, 04 March 14Finally I could buy it via Zinio :)
Hum, seems I cannot buy it in Spain for my Android tablet :( Any picture?
Quote from: Ast on 20:30, 17 September 14I really hope not. It was looking amazing.
Is this project discontinued ????
Quote from: Ast on 20:30, 17 September 14I would expect a project of this size to take many years to complete.
Is this project discontinued ??? ?
Quote from: Joseman on 01:23, 19 September 14hee hee.
Nobody knows...
Any CPC version of SF2 will be cursed...
U.S. Gold throw a spell on it back in the day and now it's impossible to finish any attempt of doing it.
it's true!! a pink unicorn told me!!
Quote from: AugustoRuiz on 19:06, 22 November 14
We're still working on it, but progress is being really slow. Hard to cram all of it in 128kb. And work is really busy since quite a while...
But it will be done.
Quote from: MacDeath on 04:11, 29 November 14
Just ask Tiertex to do it...
problem solved.
Quote from: MacDeath on 15:15, 29 November 14
Point is : they had to produce massive Arcade licenses and mostly fails almost everytime to product something decent of it on the CPC.
Quote from: Sykobee (Briggsy) on 12:27, 30 November 14
I still enjoyed playing indiana jones despite the spectrum port nastiness. But it could have been so much better. Even different coloured sprites, even if still monochrome. E.g., Dark Red Background tiles, Orange/Yellow foreground tiles,
Quote from: Gryzor on 19:13, 30 November 14
Wow that's beautiful.
Quote from: Gryzor on 19:13, 30 November 14
Wow that's beautiful.
Quote from: AugustoRuiz on 19:06, 22 November 14
Hard to cram all of it in 128kb.
Quote from: Joseman on 16:17, 22 January 15
Since the thread is so quietly, here it is the last msx2 Street Fighter 2 video, renamed now to Pointless Fighting:
Pointless Fighting first play - YouTube (https://www.youtube.com/watch?v=nJGshW0DdGk)
Quote from: TotO on 16:31, 22 January 15
The music is played toooooo slow... :-\
Quote from: MiguelSky on 08:13, 23 January 15
Nice graphics and the IA looks like correct, yes, but technically it yet miss two main features: scroll and animated backgrounds. At least, the Spectrum version has onmidirectional scroll and the C64 version a vertical one. This only seems a fast and colorful The Way of the Exploding Fist.
Quote from: Joseman on 15:38, 03 May 15and *that* is the exact thinking that meant the majority of plus games were straight CPC ports. The plus does offer real benefits if used correctly. And with the c4cpc I hope we will start to see these sooner rather than later.
forget about plus, plus sucks, only cpc classic is the real deal
Quote from: Joseman on 17:08, 03 May 15
the cpc plus, the only thing that achieved is to stole good games to the cpc classic: pang, navy seals, robocop 2... the rest was a total falliure, only for this, the cpc plus must never saw the light of day
Quote from: Joseman on 15:38, 03 May 15
forget about plus, plus sucks, only cpc classic is the real deal
Quote from: andycadley on 17:28, 03 May 15ROFL, and the increase in gx4000 sales on eBay also.
Yeah, the Speccy port versions we'd have got otherwise would be so much better. Thankfully there isn't anyone interested in the Plus machines, as the total lack of interest in Gerald's C4CPC shows...
Quote from: CraigsBar on 18:31, 03 May 15
ROFL, and the increase in gx4000 sales on eBay also.
Quote from: Joseman on 23:43, 03 May 15How can you consider that the ASIC is emulating HW that the company have already designed. This just show either your HW limited knowledge or bad faith.
CPC+ ASIC emulates the following chips :
- CRTC 6845
- Gate Array (http://www.cpcwiki.eu/index.php/Gate_Array)
- PAL (http://www.cpcwiki.eu/index.php/PAL16L8) (128K RAM paging)
- 8255 PPI
- Printer Port Data and Strobe
- Floppy Motor enable flip-flop, Floppy Address decoding (FDC chip Select)
Quote from: gerald on 10:19, 04 May 15
Adding noise to the noise :
[ot]How can you consider that the ASIC is emulating HW that the company have already designed. This just show either your HW limited knowledge or bad faith.
Do you really mean that an 'emulated' Logic/DFF in an ASIC is behaving differently compared to a discrete Logic/DFF ?
[/ot]
Quote from: Joseman on 21:10, 04 May 15
Technically what Dragon says is Street Fighter II - CPC Edition :laugh:
Quote from: beaker on 00:11, 20 June 15Still better than a 64k tape only version, no ?
Shame they want to keep it at 128k and not push on and use half a Meg given how many people have xmem and symbifaces.
Quote from: gerald on 20:12, 20 June 15Am I the only one hoping for a genuine gx4000 cart version?
Still better than a 64k tape only version, no ?
Quote from: Joseman on 23:14, 20 June 15
I think that is crazy to ask from a 512k's version, cartridge version, plus version, when there isn't any version 100% finished (perhaps even 50% finished).
Games like SF2, with this amount of sprites, graphics, IA's... i can't even imagine how time must be wasted to achieve something relatively close...
I really think that people should learn asm, and try it by himself how difficult is to make a game...
Quote from: AugustoRuiz on 12:02, 10 September 15
So... Here's an update, as asked by Joseman. But I'm not sure if you will like it... :P
Well... I'm porting right now my code to asz80, and reimplementing some of my tools in C (instead of C#), and making them commandline friendly, so that they can easily be included in makefiles. I already reimplemented img2cpc, and I'm reimplementing dskgen (I am using the FDC to read sectors directly, and needed a tool that allowed me to write files in a DSK in that way, also generating a very simple catalog. Files are stored always in consecutive sectors, so CPM catalog is a bit too much for me).
Quote from: AugustoRuiz on 12:02, 10 September 15I'm porting SF2 to use CPCTelera, basically, and extending CPCTelera to fit my needs (adding support for 128Kb, banking, and the like). That might seem a lot of work, but the progress is steady and this has motivated me to keep working on SF2. I was stuck and disappointed at how bad I got programming in assembly whenever I had to walk away of the project for some time and got back to it. Being able to implement non-time-critical things in C will help me speeding up the development, and also save me from frustration...
Quote from: AugustoRuiz on 12:02, 10 September 15So no big advances for now, but I hope that the development speed will increase once I'm done porting the code. 70% of the assembly has already been ported/adopted from cpctelera, and I got my interrupts, splitscreen, double buffering and erase list management already working ;)
Quote from: AugustoRuiz on 13:39, 10 September 15
Guess now it makes sense when I asked for emulators to support loading external debug symbols... :D
Quote from: reidrac on 13:56, 10 September 15]
I just want something that can start quickly (or a way of automating the "reset -> load disk -> run my program" cycle). I can live without a proper debugger ;)
alias cl="make cleanall"
alias do="make && cpct_winape *.dsk"
Quote from: ronaldo on 15:42, 10 September 15
Right now, we have a decent automation to the reset -> load disk -> run cycle with CPCtelera (https://lronaldo.github.com/cpctelera).
Quote from: reidrac on 15:58, 10 September 15It is a shame that in Linux the best option right now is emulating WinAPE with WINE, but there you are :(How about MAME?
Quote from: mahlemiut on 02:38, 11 September 15
How about MAME?
Also, WINE stands for "WINE is not an emulator". They'll kill you for calling it an emulator. ;)
Quote from: TFM on 20:48, 10 September 15
So... any news about the game?
Quote from: AugustoRuiz on 23:18, 29 September 16
New updates...
I have implemented the input state machine, which detects special moves, and has been fine-tuned :)
I have also implemented the player state machine, connected to the input state machine. The original assembler version had a nasty piece of spaghetti code. Now every state has a pair of functions in a table (enter/update), but each player can redefine its function table (that is part of the file that loads the player resources/behavior!).
Also I have the timer working, and half of the score is being drawn (missing the energy bars and the fighter face right now). Older version did draw just a bitmap!
I'm working now on the attack representation/parameterization.
Cheers!
Quote from: AugustoRuiz on 08:36, 30 September 16
Well, right now it's uglier than the ones I'be uploaded. I need to do a little more work in order to see a real advance (from an aesthetic point of view). The code is much cleaner, better organized, and migrated to cpctelera, but a video won't make it justice. So, in short, no. I am not making a video yet.
Quote from: ukmarkh on 21:06, 07 October 16This is what we need , a few kick arse games that show what the machine is about . Stuff like R-type and Orion Prime, Subhunter and others make people reassess
If they can pull this off, the CPC will become the most famous 8bit ever!!!
Quote from: ldaneels on 21:39, 07 October 16I take what your saying , and I think that it's always going to be an uphill struggle , just feel that with GX4000 becoming a sort after console because of it's rarity, this is going to be where most Retro fans get there fix of CPC stuff . There are some astounding games on the CPC , but the other machines generally have competitive versions and games numbers on there side .People will get a machine if they can't experience a game except on the original system. Stuff like the Batman Forever demo blew people away , because it was on another level . Even if there are only about half a dozen games that are mind blowingly awesome , I am sure that it would blow away the stigma that cpc is up against.
Well, if they didn't get the message with games like Chase HQ, Gryzor, Rainbow Islands, Zap 'T Balls, Skweek & co, don't think for a second that will change their minds. Some people just don't want to admit that other machines have interesting games & they will always pull out the examples of games that were better on their system to prove the Amstrad was crap. They will forever be stuck in the 80s fighting for their machine of choice. You just can't fight that, that's a fact.
Personally, I think that every machine has its worth (even the least loved ones) and games that are worth playing, on top of the systems exclusives.
On the plus side, a lot of people are open-minded & come to retro gaming late (mostly younger generations that were not born in the 80s) with a neutral stance on machines, so all is not lost :)
Let's just celebrate the coders that give us all these gems & enjoy what we have. If other people want to join, all the better.
Quote from: ldaneels on 00:37, 08 October 16No it isn't an issue at the end of the day. But in the community in You tube (I don't know if you follow channels at all?) And in Magazines(Retroetc...) and just the 8-Bit Retro community as a whole , you always get a sniffy attitude toward the machine . Always and it is the same old Schoolyard thing.
Well, the truth is we don't need to convince anyone, they can make up their own mind & we can still enjoy what we like. If they feel like checking the CPC , great, if not, that's their choice. It is not good or bad.
I personally think each system stands on the strengths of its exclusive games, that's why the CPC was so big in France & Spain (I am French, btw). In France Ere Informatique, Loriciels, Ubi Soft & co did wonders to sell the brand. Same with Opera Soft, Dinamic, Topo soft & co in Spain. While a lot of games where multi-platform, we got some nice CPC exclusives from them, the same way ZX, C64 et al got some nice exclusives. In the UK, there were no such big devoted brands. I know there were some, but you can't argue they did not have the same impact in the UK as the ones named above - maybe except Amsoft, but most gems were from other companies. In particular developpers in the UK ported most of their games to all formats (or most popular ones). the big names there were Ocean, Imagine, Ultimate, Martech, The Edge... and they all went multi-format, almost to a fault...
Concerning the GX4000, people set themselves up for disappointment, as it is incredibly limited. Maybe you mean the CPC+ ? At any rate, console gamers are probably not going to be swayed by computers & vice and versa. Personally I like all games regardless of support, but a lot of people were raised on consoles & can't even fathom why anyone would want to waste their time with computers (such a shame)... Curious people will discover the CPC, no matter the means, but the GX4000 is certainly not an entry point.
As for the volume of games, there are plenty on the CPC (over ~3500 more or less commercial titles), so I don't think numbers matter. It is just a matter of preference and what the general consensus is. People are more likely to discover the ZX or C64 because they have such a huge following, plain & simple. But that's great, every computer should be discovered & appreciated for what it brought.
Once again, demos like Batman Forever, games like Orion Prime only blew CPC users away (and some curious people, but they are not that common, I fear). If they really want to be blown away, they will just play the latest & greatest on their consoles & computers. I don't think new generations care much for the limitations of older systems. They are curious, sure, but that's about it.
At any rate, there is no agenda or duty to capture the imagination of others. They have the right to like what they want & if they prefer other computers, great. There is no need to convince others the CPC is great, but we certainly can show them there are things of interest on the machine. But I don't see the point of crusading for the CPC. If there is a stigma, it is in our own mind and the vocal dissenters should be of no concern to us, I think most of us are adults now...
Quote from: Puresox on 02:44, 08 October 16
No it isn't an issue at the end of the day. But in the community in You tube (I don't know if you follow channels at all?) And in Magazines(Retroetc...) and just the 8-Bit Retro community as a whole , you always get a sniffy attitude toward the machine . Always and it is the same old Schoolyard thing.
Now you say it doesn't matter and we're all adults yes this is true and an old computer doesn't mean jack shit in the grand scheme of things , The everyday person has no interest and couldn't care less . It holds no significant value . If however,you are a keen follower of the retro scene and enjoy the old discussions and just enjoy it as a pastime to get away from the modern world etc . It is then relevant and comments that sneer at the machine and snub it as the fanboys do . People like myself , and Joseman (for instance) have a passion for the machine and are interested in its reputation being regarded more fairly.
The interest in an old machine is pure folly , but it is an interest that is not as stressful as running a business lol and serves as a great distraction.
Quote from: Joseman on 16:44, 27 November 16AWESOME!
jou jou jou!!
https://mobile.twitter.com/pagantipaco/status/802500836332945410/video/1 (https://mobile.twitter.com/pagantipaco/status/802500836332945410/video/1)
Quote from: villain on 19:34, 27 November 16
Is this really the same machine like I own? Impossible!
What about controllers? With a normal joystick?
Quote from: AugustoRuiz on 23:55, 27 November 16
Thank you very much!
I'm working my electronics a little bit. I would like to release the physical version as a cartridge... to reduce loading times and have more memory to have more frames and smoother animations (and that would also mean it would work on 464s too!). I'm guessing I'll have some time while graphics are made. What you see is ripped gfx, not cleaned - except background and some Ryu anims (stand and walk)
Ideas about this particular matter are very welcome.
Quote from: AugustoRuiz on 21:01, 27 November 16
It requires two buttons that actually behave as two buttons (like the gx4000 pads). Regular joysticks usually have only one - several instances of the same one)
Quote from: AugustoRuiz on 19:35, 29 November 16
Any CPC compatible joystick with 2 separate buttons, such as the gx4000 pads. Or the keyboard.
Quote from: villain on 21:26, 29 November 16
Yep, that's what I understood. ;) But in whole Germany you will not find more than 12 GX4000-pads, at least seven oft them not working anymore. Personally I own none of them and can't imagine playing a game like SF2 on the keyboard. So it would be cool to have some actual, buyable pads.
Quote from: Joseman on 16:44, 27 November 16
https://mobile.twitter.com/pagantipaco/status/802500836332945410/video/1 (https://mobile.twitter.com/pagantipaco/status/802500836332945410/video/1)
Quote from: villain on 21:26, 29 November 16Get a SMS pad or stick and build an adaptor to put the fire buttons on the right pins.
Yep, that's what I understood. ;) But in whole Germany you will not find more than 12 GX4000-pads, at least seven oft them not working anymore. Personally I own none of them and can't imagine playing a game like SF2 on the keyboard. So it would be cool to have some actual, buyable pads.
Quote from: kawickboy on 09:54, 30 November 16Supporting a Megadrive controller require an interface that provide +5V power and demultiplexing lines.
Is there any way to use 3b megadrive pad with an adaptor or the Toto's mx4 board ? Shoryuken with gx4000 pad should be a difficult task.
Quote from: keith56 on 10:45, 30 November 16
A NeoGeo console stick, or Neogeo CD pad could be used as well if you are willing to make a converter, they use a 15 pin connector, but they have no circuits in the pad, and a single ground wire.
I will be attempting to wire one up for the cpc this weekend, I want to see if the undocumented 3rd fire button really works!!
http://old.pinouts.ru/Game/NeoGeoJoystick_pinout.shtml (http://old.pinouts.ru/Game/NeoGeoJoystick_pinout.shtml)
Quote from: kawickboy on 11:03, 30 November 16
on the asian market there is plenty of wonderful and cheap usb pads, which are clones of saturn/nes/snes/md pads.
Quote from: PulkoMandy on 12:22, 30 November 16
Good news: I have this Albireo board with an USB port on it, which could be used with these. I need to figure out USB hubs if we want more than one pad, however.
Quote from: TotO on 11:44, 30 November 16
All those controllers are not directly compatible with the CPC...
They require an adapter to work, like the Megadrive controller.
About the NeoGeo CD controller, it is the same as the NeoGeo controller.
No 5V is required, but the pin have existed for a "future usage".
Now, for CPC and PLUS users, better to be limited to two fire buttons for existing games compatibility.
New games should use an optional dedicated board from the expansion port to allow more buttons and avoid ghosts keys side effect.
Quote from: VincentGR on 15:36, 30 November 16
For the 8bits you need voltage to have more than two buttons I think.
Quote from: TotO on 15:58, 30 November 16should be easy to adapt an old quick shot orsimilar
CPC:
Pin1 = UP
Pin2 = DOWN
Pin3 = LEFT
Pin4 = RIGHT
Pin5 = SPARE
Pin6 = FIRE1
Pin7 = FIRE2
Pin8 = COM1
Pin9 = COM2
Megadrive:
Pin5 = VCC to allow to power the internal integrated multiplexer circuit.
Pin7 = GND to encode A and START or VCC to encode LEFT, RIGHT, B, C
Quote from: Skunkfish on 11:26, 30 November 16
Keith, I believe the Neo Geo CD pad requires the +5V line whereas the original stick doesn't. Let me know if you find that isn't the case as I have a couple of CD controllers lying around that I'd like to use! :D
Quote from: dlfrsilver on 16:18, 03 December 16
I have a question folks, is it a CPC classic game or a CPC plus game ?
QuoteStreet Fighter II titled 'Street Fighter II - CPC Edition' which is being developed by DaDMaN, McKlain and AugustoRuiz for the Amstrad CPC 6128 (128Kb RAM)
Quote from: AugustoRuiz on 19:20, 09 December 16
A new video with the current status - both players are computer controlled...
Quote from: AugustoRuiz on 19:20, 09 December 16
A new video with the current status - both players are computer controlled...
Quote from: ASiC on 00:29, 18 July 17
Good stuff!
Although I don't understand why Devs are constantly avoiding to make use of memory expansions.
They are very affordable and lots of different options to choose from.
Quote from: tjohnson on 00:37, 18 July 17
Is it perhaps the not many own memory expansions? Every DK'tronics memory expansion I've seen on ebay seems to be crazy prices, are there affordable options?
Quote from: fano on 06:39, 29 November 17I still have quite some work to do. As I integrate new characters, I need to add or modify certain state routines. Combos are really hard to implement given that animations have so few frames... I need to somehow express "Now is the appropiate timing for a combo", but when a punch animation is just two frames long (with certain delays)... I might break the animation into several repeated frames, but if I do so, I will break the "an attack frame does damage just once" rule... It's kinda hard, but I'm on it.
Nice progression, that smells good.
But, on other side, gameplay seems incorrect, some attacks would stop when hitting, you can not chain some attacks, and you can not hit oponent when he's already in pain, except for some combos.
That may not seem but sf2 gameplay is more depth than it may looks.
Quoteoriginal source (spanish) https://www.retromaniac.es/2019/02/el-cartucho-romba-la-revolucion-que.html (https://www.retromaniac.es/2019/02/el-cartucho-romba-la-revolucion-que.html)
8 megabytes (64 megabits) of maximum capacity.Compatible with standard RomBox.Compatible with CPC464 and CPC6128.Direct start by mapping the low ROM of the CPC.Possibility of saving data (configuration, scores, etc.).Connection to the expansion port of the CPC, with 2 mounting options: directly in the CPC, or through an MX4 card.1 DMA channel for quick copy of ROM to RAM, or for digital audio playback (non-simultaneous).Features of the additional digital audio channel: 8-bit resolution, with sampling frequency configurable between 4 kHz and 50 kHz.
Quote from: kawickboy on 10:54, 22 February 19Well ... it really takes a long time in working, although the publication date is still unknown 8)
SF2 is officially announced so ?
Quote from: XeNoMoRPH on 07:41, 22 February 19
Romba Cartridge WIP
(https://3.bp.blogspot.com/-q0dFnVydoaM/XG7KsSkLAVI/AAAAAAAAyOQ/42pylp_jZw8obfTMgMKxFAGlotanq54JACLcBGAs/Untitled-2.jpg)(https://3.bp.blogspot.com/-3dmart7nKsM/XG7IKo_LlkI/AAAAAAAAyNs/kotb3SbCHKcCyj9fOYWxVwvxAeuSHCg4ACEwYBhgL/s400/IMG_20190205_220726.jpg)
original source (spanish) https://www.retromaniac.es/2019/02/el-cartucho-romba-la-revolucion-que.html (https://www.retromaniac.es/2019/02/el-cartucho-romba-la-revolucion-que.html)
Quote from: TotO on 10:37, 22 February 19Like a 70' design... Not a great design for me.
A really great case design!!!
Quote from: GOB on 12:01, 23 February 19Like a 70' design... Not a great design for me.Ask for a black shell so! ;D
Quote from: XeNoMoRPH on 07:41, 22 February 19I'd buy that
Romba Cartridge WIP
(https://3.bp.blogspot.com/-q0dFnVydoaM/XG7KsSkLAVI/AAAAAAAAyOQ/42pylp_jZw8obfTMgMKxFAGlotanq54JACLcBGAs/Untitled-2.jpg)(https://3.bp.blogspot.com/-3dmart7nKsM/XG7IKo_LlkI/AAAAAAAAyNs/kotb3SbCHKcCyj9fOYWxVwvxAeuSHCg4ACEwYBhgL/s400/IMG_20190205_220726.jpg)
original source (spanish) https://www.retromaniac.es/2019/02/el-cartucho-romba-la-revolucion-que.html (https://www.retromaniac.es/2019/02/el-cartucho-romba-la-revolucion-que.html)
Quote from: GUNHED on 03:44, 24 February 191, 2 ? ;D
I would like to buy one too. :)
Quote from: TotO on 07:50, 24 February 19
1, 2 ? ;D
Quote from: TotO on 19:50, 24 February 19
Or, we can play games on a Megadrive ! :o
Quote from: ukmarkh on 11:58, 25 February 19My reply goes to the 32x styled add-on... Where the Megadrive does close to nothing, except inputs controls.
Let's do that for everything then and pack away our CPC's
Quote from: TotO on 12:04, 25 February 19Well, actually it did:Most, if not all of the music was coming from the MD.Also the MD was responsible for less intensive tasks such as backgrounds, menus etc
My reply goes to the 32x styled add-on... Where the Megadrive does close to nothing, except inputs controls.
Quote from: ASiC on 13:28, 25 February 19
Well, actually it did:Most, if not all of the music was coming from the MD.Also the MD was responsible for less intensive tasks such as backgrounds, menus etc
Quote from: ASiC on 13:28, 25 February 19Depending of the games, sure. But mainly, with its dual 128K 16-bit frame buffer, two SH-2 CPU and two PWM audio channels, the 32X is an autonomous system that overlay the Megadrive and should only require inputs and power supply to work. (it was reused "as it" into a toy tablet for children named picture magic)
Well, actually it did:Most, if not all of the music was coming from the MD.Also the MD was responsible for less intensive tasks such as backgrounds, menus etc