Street Fighter II AGA: The impossible Amiga port, made possible...? :)

Ойындар

Welcome to my first fully featured episode here at Pixel Shade. In this episode we are exploring how an arcade port of Street Fighter II could have been made for the Commodore Amiga 1200. Disclaimer, this is a curious graphics engine demo that might not be developed into a fully featured game, unless Capcom is willing to sanction the license for us. Rather this episode explores the possibilities of the Amiga hardware, and perhaps spark an interest in how to make an IMPOSSIBLE arcade port like Street Fighter II, possible...
In comparison to the 16-bit conversions ( Super Nintendo, Mega Drive / Genesis or PC Engine ) we want to base this conversion on the arcade assets and code. Since the Amiga 1200 has a 14MHz Motorola 68020 and uses the same instruction set as the Capcom Arcade board 10MHz Motorola 68000, we should be able to use the arcade code in its entirety. The idea is not to alter the code, but to hijack certain certain data points to make the game run in this Amiga's graphics engine instead.
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  • @PixelShade
    @PixelShade3 жыл бұрын

    I hope you guys enjoy the video! :) It took me waaaay more time to put together than I thought. However I feel like I need to clarify some sections since it wasn't feasible to do re-takes and go back to the editing table. I will post those clarifications in this comment as they pop up. This version compared to the arcade ------------------------------------------------------------ + 7 extra parallax layers + Better gradients and more background colors + More movement (2nd boat in the background.) + Real instruments instead of FM Synthesizer - Lower horizontal resolution (75%... nothing we can do about that since there's no compatible resolution, CPS uses a very uncommon resolution and 60fps gameplay is a must) - Less character color variety (same amount of colors, no loss in quality, but the two characters need to share a single palette) Clarifications: ----------------------- - Big shoutout to Neoman, he is the assembler mastermind, making our vision coming true on Amiga hardware. - At 22:50 when I am talking about rendering budget, I am talking about blitter cleanup rutines. When I say "we don't use the blitter at all" I am refering to the cleanup rutines" since the copper is handling the vertical movement, the blitter do not need to re-draw the 16x16 blocks. And due to the 75% graphics dowscale, the whole scene can be fit into memory, so no need for direct memory access slowing things down. - Some people have shown concern regarding performance, this demo is running on stock Amiga 1200 currently at 60fps. (we still have obstacles to overcome). The reason for this is that the whole stage background is drawn once, since movement is handled by the copper no redraws or cleanup routines need to be present, except for the crowd (which do not update every frame)... Since the character are on a separate playfield the don't need to cleanup/redraw the background when characters are moving (which is common when blitting objects on the same playfield). Character one is drawn first on screen, and due to this doesn't require a blitter mask, and no cleanups are required... Only character two requires this. This is how we achieved 60fps. - Regarding characters, Ken & Ryu share the same 16 color palette in the demo, however for a complete game with everything that comes with it, further palette strategies need to be explored. - This is a graphics demo, nothing less, nothing more, a curious graphics demo of what would've been possible back in the days... Don't expect this to become a full remake of Street Fighter II. We don't have CAPCOM's approval to do such a thing and it would be illegal to do so. But we will continue working on it! :) Please let me know if there are more clarifications that need to be made. I really felt like I just wanted to post the video, and not spending hours upon hours on perfecting everything being said or shown. I have already spent far too many hours on this hahaha. :D

  • @TonimanGalvez

    @TonimanGalvez

    3 жыл бұрын

    Hi, thank you for this awesome demo. I wrote you some messages in the Facebook chat, to show you some graphics I got and chat about the sound. Thank you.

  • @rustymixer2886

    @rustymixer2886

    3 жыл бұрын

    Great video. Waves finally move in Ken stage ! I dont think even arcade did that. I hope somebody at capcom reaches out. Great fine details.

  • @turrican4d599

    @turrican4d599

    3 жыл бұрын

    Was the fanmade Ghost'n Goblins on the Commodore 64 approved by Capcom?

  • @alienbreedersamigaretrocom5188

    @alienbreedersamigaretrocom5188

    3 жыл бұрын

    Keep it going! I always thought it was just the wrong people doing it. In fact, one of the CD32 versions LOOKED great... but played terribly. Shadow Fighter and even Elfmania showed that it was possible.

  • @rustymixer2886

    @rustymixer2886

    3 жыл бұрын

    @@alienbreedersamigaretrocom5188 exactly...

  • @empiremonkey68
    @empiremonkey683 жыл бұрын

    I’m sad to say, I was part of the Creative Materials team who worked on Street Fighter 2 for the Amiga. My “job” was to reduce all the background overlays and screens to single 32 and 256 colour layers, removing all the parallax. There was also pressure from the distributors US Gold to minimise the number of floppy disks in the box, so even more “features” of the game where removed.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Hi Mike! Thank you so much for sharing your experiences! When neoman and I started to work on this demo and explored the limitations of the A500, it actually gave us a lot of respect for the conversion. I mean we, considered the lack of modern tools and publisher requirements (time frame, 4 disks etc.) as well as the probable "lack of support from Capcom", we have full respect for the pressure you guys were under. Let me know if if you would be up for an interview regarding this. The idea behind Pixel Shade when I started the games studio was to give transparency between gamers and developers. And I definitely think an interview like this would help peoples perception of the US GOLD version, and hopefully ease up on the shitstorm. :) you can reach me at dennis AT pixelshade.se (can't write e-mail adresses in youtube's comments). It would definitely be a major contribution to preserve Amiga history. (unless you are catfishing) ;)

  • @rDanny

    @rDanny

    3 жыл бұрын

    You are a brave man for coming out of exile to face trial for the crimes against street fighter 2. Seriously tho I would love to hear an interview with Mike.

  • @miketate3445

    @miketate3445

    3 жыл бұрын

    Thanks for sharing. No matter the outcome of the product back then, the inside look is greatly appreciated.

  • @turrican4d599

    @turrican4d599

    3 жыл бұрын

    @Mike Guy Which conversion did you play back then the most? Was your own Amiga conversion your favorite or was it the Mega Drive one? ;)

  • @Syklonus

    @Syklonus

    3 жыл бұрын

    I think it's fair to say that most crappy conversions were due to lack of resources and dev time - not actual talent. From what I gather, Gordon Fong was only about 21 at the time when he programmed the game, and it was his first job too, so in that regard, what came out was impressive. US Gold only seemed to care about the name on the box, and didn't give a shit about creating a quality product.

  • @GiordanoCirillo
    @GiordanoCirillo3 жыл бұрын

    Dude I was glued to the screen the whole time and I was upset when it was over... this was great, interesting, educational and moreover removed any doubt and argument about the ability of Amiga 1200

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Thanks man! this comment made me really happy! I am so glad that people enjoyed the "educational" part of the content. I was so afraid I would bore people to death with an almost 30 minute long talk about custom chips, scanlines and colorswaps xD

  • @GiordanoCirillo

    @GiordanoCirillo

    3 жыл бұрын

    @@PixelShade It was a deep dive into my memories, I recalled when I was spending days on Amos to make my game on Amiga. 😅 looking forward to more content from you

  • @AmirKhan-qx2lr

    @AmirKhan-qx2lr

    3 жыл бұрын

    @@PixelShade not boring and enjoyed every single word. Also was disappointed it ended Lee the above poster. Amiga a1200 was let down massively with the port, it was embarrassing and i honestly wondered if the devs had used Amos:D

  • @PixelShade

    @PixelShade

    2 жыл бұрын

    @@GiordanoCirillo I hope people will stick around although not all content will be Amiga related. :) It is going to be pretty much about game development life in general. However, I can't really part ways with Amiga content, I really enjoy the hardware and I will always be very nostalgic to the hardware. :) I hope to be able find time to explore the scorpion engine one day. :) I think that could be kind of interesting as well. :)

  • @douglaskalberg8899
    @douglaskalberg88993 жыл бұрын

    Imagine a world where US Gold gave a flying hoot about the games they were releasing.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    I think publishers like that just wanted to cash in on popular IPs. Unfortunately I can't fault US Gold completely. Although I don't have any insight into the financial aspects of game publishing at the time. The Amiga was a machine that suffered from a very active pirating scene. I would bet even if anyone of us traveled back in time and started a publishing company, doing risk assessment and trying to make a semi-successful business. It would probably still be hard to hire proper amount of staff working proper amount of hours for each project. But I agree... US Gold was probably a company primarily driven by profit and not passion.

  • @Adam-rt7lp

    @Adam-rt7lp

    11 ай бұрын

    Imagine a wild where us gold never existed

  • @RalFingerLP
    @RalFingerLP3 жыл бұрын

    Great video! Easiest subscription in 2021 so far :)

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Thanks mate! :D I have no idea how to top this video! But we will be discussing the future of the channel in the next video. I really want to welcome all the new people that has been flooding in after this video, and discuss the future of the channel! :)

  • @chinarut

    @chinarut

    3 жыл бұрын

    @@PixelShade no need to top - just keep doing what you are doing & sharing how clever one can be getting over perceived limitations!

  • @RYeah100

    @RYeah100

    3 жыл бұрын

    i subscribed after 10 seconds from when the video started

  • @theamigashow9506
    @theamigashow95063 жыл бұрын

    This is amazingly well done. So cool to see the 1200’s hardware being flexed in this manner.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    I am hoping to flex it even more with my own Amiga exclusive stage. :D

  • @paxhumana2015

    @paxhumana2015

    3 жыл бұрын

    @@PixelShade , fun fact, Capcom CPS-1 and CPS-2 boards have ports where they fit SNES/NSFC controllers, which means that, technically, one could play an actual arcade game with an SNES/NSFC controller...true story.

  • @tranzorz6293
    @tranzorz62933 жыл бұрын

    Please please please continue with this port. The amiga desparetly needs a great one on one beatem up

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    we will! and I will share news on my quick-bits episodes in the future.... even if we don't have anything to present, I can at least give you guys a little update of how things are progressing. :)

  • @plasmaastronaut

    @plasmaastronaut

    3 жыл бұрын

    the amiga's not dead yet! we just need one killer game and we'll tke back the home computer market!

  • @johnnyw525

    @johnnyw525

    3 жыл бұрын

    @@plasmaastronaut haha. 25 years later... keep the faith! :)

  • @uberdude2555

    @uberdude2555

    3 жыл бұрын

    I remember as an 10 year old kid being devastated with the Amiga version, the joystick controls were cumbersome compared to my cousin's multi button SNES which looked and felt much better to play. I bet this bad port caused many in the Amiga community back then to loose faith and abandon the platform altogether. It's so cool you are trying to undo this injustice, the game is iconic and I'm sure many of us will be happy to support a new development as it was meant to be played. If you ever do make a port please don't forget about CD32 controller support. :)

  • @NozomuYume

    @NozomuYume

    3 жыл бұрын

    Fightin' Spirit is pretty good. A decent roster of characters, complex move set, 7 button controller support, etc. Digital audio soundtrack if you play the CD32 version. Hidden "Super Fightin' Spirit" mode to let you play as the bosses.

  • @caseyhayes4590
    @caseyhayes45903 жыл бұрын

    The team that got the PC Engine version to look as good as it is must have been geniuses.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    I have very little insight into the PC Engine, but from my understanding it's basically a 8-bit machine with a 16-bit bus and graphics processor. allowing for very color rich graphics but without the full potential of a true 16-bit machine. The only real downside to the PCE is the lack of parallax scrolling. the ground effect is there, but the second row of elephants is static with the background.... I am kind of curious to analyze that version in the future. :)

  • @RIFCHE23

    @RIFCHE23

    3 жыл бұрын

    @@PixelShade do it please 🤗

  • @jnkmal9519
    @jnkmal95192 жыл бұрын

    Saved your allowance for 2 years to upgrade your Amiga? Respect man. Much respect. Also, great video. Very interesting.

  • @PixelShade

    @PixelShade

    2 жыл бұрын

    I didn't think this was weird back in the days, but as I grew older I realized other kids bought candy instead! xD

  • @pacus123

    @pacus123

    Жыл бұрын

    I did paper runs for 2 years to buy my Amiga 500! Top that!

  • @vulgarhero
    @vulgarhero3 жыл бұрын

    This was so informative. I've watched lots of amiga youtube videos, but this has to be one of the best. I'm sure it reflects the amount of time you put into this. Exploring the coding capabilities of the amiga I could watch all day long. I love the relaxed vibe to your video, and the balance between technical information and entertaining content. Hope you do many more.

  • @AmigosRetroGaming
    @AmigosRetroGaming3 жыл бұрын

    This is a great video--I'd love to see this expanded as a series where you talk about "what might have been" with other infamous Amiga ports such as OutRun. We'll definitely give this video a plug on the Amigos podcast this evening!

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Thank you so much! Yeah, I love those thought experiments, the "what if's". My biggest gripe with this video is that it has been soooo time consuming to make, so I am kind of leaning towards making more vlog-like videos, otherwise, I will never get any games finnished! xD Regarding outrun, unfortunately I am not very accustomed to Super Scaler engines. However, Me and my friend Mikael, have modern super scaler project in our little ideabox, it was supposed to be an arcade retrowave racer in 4K (only using 2D scaling of course). I still want to explore and understand how super scaler games worked. Anyway, I am looking forward to the next podcast! please feel free to plug as much as you like. I am just starting out, so basically my following consist mostly of friends and family. :)

  • @DanMacDonald

    @DanMacDonald

    3 жыл бұрын

    Amiga Outrun port you say? kzread.info/dash/bejne/aq2K06RqY6jaiso.html

  • @DanMacDonald

    @DanMacDonald

    3 жыл бұрын

    @@jking8272 No, its not but I think it great to see new emulators arrive on the Amiga that aren't just ports of a Linux or Windows app.

  • @kaisersoymilk6912

    @kaisersoymilk6912

    3 жыл бұрын

    ​@@DanMacDonald Cannonball cannot play on a regular Amiga 1200, you need some hardware expansion, that's cheating, and you also you need the OutRun rom, so it's basically emulation. At that point you can play it emulated on PC.

  • @victoralvarez2k

    @victoralvarez2k

    2 жыл бұрын

    Don't you know OutRun was also programmed by US Gold....? I think the only game that deserved recognition for them was Gauntlet.

  • @misterijaaaa
    @misterijaaaa3 жыл бұрын

    SF2 was running EPIC on my A1200 compared to my friends A600 where it looked choppy as hell compared to 1200. We played hours and hours and wrecked few joysticks but i really liked to play it on Amiga keyboard. Ah those happy days. To me it just looked great especially when i compare running speed on regular 68000 with 1mb of ram. I had no idea that it could be even better haha.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    hahaha, well, then you're in for a treat! :) I hope we can continue on this one. It would be truly amazing to offer the Amiga community a perfect AAA quality game.

  • @AiOBofh77
    @AiOBofh773 жыл бұрын

    Awesome video! Truly enjoyed it. The technical level is just about right, and this can help ppl learn about Amiga hardware and why things that seem impossible suddenly are possible. Thank you!

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    That makes me so happy, I hope it can be used as reference to get a good general understanding of the Amiga hardware. I still feel like the explanations are rushed, but I also realized that the video can't longer than what it already is. 😂

  • @AmirKhan-qx2lr
    @AmirKhan-qx2lr3 жыл бұрын

    Sf2 was my favourite game, and when i saw what the Amiga version was like i was utterly disappointed. I had assumed the Amiga was incapable of handling the game, so I'm extremely grateful you've done this. Ive moved on from the Amiga, but still watch the videos as it was such an important part of my childhood. Thank you from the bottom of my heart for doing this, and proving the Amiga could do it, but devs couldn't.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    I understand exactly how you feel. For me, I had the exact same question etched into my head! That's why I did this demo and video sorrounding it. I wanted proof, I wanted to see what the Amiga could do. :)

  • @andreaslizart7984
    @andreaslizart79843 жыл бұрын

    Great! Let's start a Kickstarter Project :)

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    I wanna say "let's go for it!" but I can't. It would've been dope if Capcom gave us their blessing and we could build a team and be open about it... However, neoman and I will only create the graphics engine and upload that (new code, nothing is stolen from capcom). If we're lucky.... other people will do the illegal reverse-engineering and post it on a forum somewhere, probably in secrecy xD But I will never include myself in that work.

  • @Horrordelic

    @Horrordelic

    3 жыл бұрын

    You have to release it and do it for free!

  • @valenrn8657

    @valenrn8657

    3 жыл бұрын

    @@PixelShade One could make a comedy fighting game that makes fun of Taiwan's Parliament fights instead of "street fighter".

  • @butterycrumpet

    @butterycrumpet

    3 жыл бұрын

    I'd help fund it

  • @Steril707
    @Steril7073 жыл бұрын

    After a couple of years of Amiga game dev, one thing that I know for sure is, that you can make the Amiga almost anything with some clever assignment of its resources. The problem is usually, though, that you need to put in A LOT OF WORK. And that is sometimes just too much, especially for those few people left in the community playing a game in the end. That said, I really enjoyed your video. You did some very clever things. Hope you will go on a bit, and maybe try to tackle another background scene with these techniques you describe...

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Definitely! That would actually be a lot of fun for me, since I am working more on the artistic side of things. But currently we need to do reverse engineering to know if our strategy will actually work. Before that the project is a bit of a standstill on my part, but I will get back to it soon. no need to worry. :) Too much excitement to contain myself. :D

  • @danehenry895
    @danehenry8953 жыл бұрын

    Excellent work!! Very in-depth video about the H/W too.. Looking forward to seeing more like this!

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Thank you so much! I will try, but due to how long this video took to make, I will probably sprinkle dev-vlogs inbetween, I hope it won't scare people away too much. :)

  • @danehenry895

    @danehenry895

    3 жыл бұрын

    @@PixelShade I don't think you'll scare people off but you probably won't get as many views for that video, you do have the formula to make great content though 👌🏾

  • @henricmalmberg3066
    @henricmalmberg30663 жыл бұрын

    Wow, this taught me a lot about the Amiga hardware. You could obviously do a lot with those dedicated chips.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    yeah, the sprite hardware was unfortunately severly underpowered for games... But the copper and blitter made up for it. The only issue really was that it required some decent knowledge to make use of the hardware architecture. I would still consider the Amiga 1200 powerful enough to make really good AAA pixel art games, even today :)

  • @valenrn8657

    @valenrn8657

    3 жыл бұрын

    Copper hardware features exist for a reason which is no different from today's DirectX12 Ultimate's extra hardware features i.e. use them for the performance boost.

  • @Musicpunisher
    @Musicpunisher3 жыл бұрын

    One of the best videos I've watched .... love the detail and time you put into this game .... would love to see a finished game.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Thank you so much for the kind words! With the amazing response from the community we will continue with this project. It feels like something people would be very happy about. :)

  • @CmdrVimes177
    @CmdrVimes1773 жыл бұрын

    Do more of this please. Your explanations and presentation are really good which makes the videos easy to watch. Nice work.

  • @daishi5571
    @daishi55713 жыл бұрын

    A Masterclass on why the Amiga was a beast, and that a majority of the industry missed that. This was always a problem with the Amiga untapped potential.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Yeah, and truth be told... The A1200, was a bit lackluster... Commodore was kind of loosing the performance race at that time because it was focusing really hard on backwards compatibility due to the huge success of the A500. But with this being said, the hardware was definitely still great for its time and severly underutilized... just because it wasn't "the best on the market" it still was a 400$ home PC...The competition cost quite a lot more. :)

  • @miketate3445
    @miketate34453 жыл бұрын

    This is the kind of nuts and bolts I love. Learning the limitations, seeing how you compromise to accommodate the limitations, seeing how you hide the limitations. Top tier content. On that note, I would love to see this demo taken much farther. My curiosity is at maximum, and I've never even cared about the Amiga. Fascinating stuff.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Glad you like it! We probably will. There are more stages to explore. and even if I only do them as mockups with the same technical blueprint, I still think it would be interesting how to tackle certain aspects... aspects that the consoles could never cope with. :) But with that being said, next episode will be a vlog style video talking about the future of the channel. I hope people can give me some good feedback of what to do, after you guys learn what I actually intended with this youtube page. :)

  • @kimunyb
    @kimunyb3 жыл бұрын

    Very nice done and uttermost interesting video. I love how you dig into how the Amiga special techniques and custom chips could help to coming up with results very similar to the arcade. I'm looking forward to watching a new video of this kind! For me it's better to keep the demo spirit to show how everything could have been developed as to making a real conversion or finished game.

  • @bstar777777
    @bstar7777773 жыл бұрын

    Incredible effort and execution on this project. I'd love it if you can take the development further. I've always had the sense that Amiga ports rarely took advantage of the Amiga's unique hardware and you just demonstrated that in spades.

  • @trapshotlive
    @trapshotlive3 жыл бұрын

    Amazing and so nostalgic. I still use my Amigas all the time and seeing this really makes me feel so let down by the poor conversions we got. As others have said, not all conversions were bad, some were very good... but those big-hitters from the Arcade like SF2 were such an opportunity missed back in the day! Thank you so much for the time and effort gone into this, I'm so glad there are people who are skilled with the Amiga and still have such passion for it even today!

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Thank you for watching! Yeah, the trauma that the US GOLD version inflicted on me as a kid resulted in me going back in adult years, recreating a graphical tech demo, and then later sit down for two months and recreate a 30 minute long episode just to prove that it "could've been done!"... I bet it's a part of the healing process? xD

  • @plasmaastronaut

    @plasmaastronaut

    3 жыл бұрын

    >feel let down same thing could be said about the Atari Falcon. Both the A1200 and the Falcon were capable of great things but the home hardware had moved on, either to consoles or PCs. If they'd come out 18 months earlier... who knows, maybe they could have retained enough of the market to keep themselves afloat. But certainly the 7 year wait between the A1000 and the A1200 was far too long.

  • @aztockdog
    @aztockdog3 жыл бұрын

    Wow! Great video man... so indepth and the possibilities with the Amiga’s custom hardware are still being brought to light! Love SFII and most def love Amiga! Keep up the great work that was a super interesting look at the way the copper and blitter work :)

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Thank you so much for the kind words! I will definitely continue on this and update whenever there is something interesting happening about the project. :)

  • @samuelbanya
    @samuelbanya6 ай бұрын

    Man, what a cool video. Thanks for sharing, absolutely fascinating stuff. I wish people like you did demo scene stuff on the Amiga near me. Very cool as I only messed around with Amiga emulators and not actual hardware before.

  • @titankratos7218
    @titankratos72183 жыл бұрын

    I'm glad you've took all this time to prove to yourself and Capcom it was definitely possible and finally cured your curiosity well made vid and explanate well narrated and documented

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Thank you so much for those kind words! Hopefully we can make a good case to capcom to sanction the license. That would honestly be great! :D

  • @shanekelley3064
    @shanekelley30643 жыл бұрын

    "Guitar Slinger" is one of my favorite mods of all time! So cool that you used that one for the tracking demonstration. I still love mod music and have quite the collection now. I've tried my hand at tracking as well... But I have no talent lol. Clicked on this for SFII and got more! This video made my morning sir! 👍

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Thanks! I am so glad that people are commenting those small little touches. people commenting on mods, or people become nostalgic over monkey island, even though it was just meant for sound comparison. :) For me personally I just started to get into the Amiga again, I have lost several evenings browsing through all the good mods out there.

  • @Jimbaloidatron
    @Jimbaloidatron3 жыл бұрын

    Wow! I'm really seeing the lineage from the 8-bit Atari systems here, particularly when discussing the columnar sprite system. Keep up the good work! Subscribed!

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Thank you so much for the sub! hahaha, yeah! tons of wonderful retro-techniques... It's nothing new really. It's kind of a shame that many people think you're this kind of programming jesus... when in reality it has been learnt through the efforts of many programmers, getting the most out of these systems. I just wanted to put a spotlight on how the techniques work and how they could be used to create something very recognizable to a lot of people. :)

  • @burrfoottopknot
    @burrfoottopknot2 жыл бұрын

    This is incredible in detail, a love of the amiga bought me here

  • @amerikaOnFire
    @amerikaOnFire3 жыл бұрын

    This was an absolutely amazing video and it's astounding how much work and passion you put into simply getting a theory to animate on screen. Well done despite the fact that it now makes me long for an Amiga 1200 version of the game now that I have access to such hardware.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Thank you for the kind comment! Let's try to make this a reality. :) I will at least continue working on SFII whenever I have spare time for it. but it will take years to do. I mean, I would be satisfied if we could manage to do an arcade perfect Ryu vs Ken 2-player demo with a stage selector. that alone would be an amazing achievement. (with other words, far less work... only 2 characters, no AI, no one player mode, we could throw out the high scores and general game mechanics, just keep movement and animation) reverse-engineering the arcade game is a monumental task.

  • @Sinisteve
    @Sinisteve3 жыл бұрын

    This is brilliant, really clever stuff. The demo looks great, let us know when you release the full game😉

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Thank you! I will never remake the whole game. Just work on a fighting game graphics engine together with neoman. But I can't hinder other people from using the engine for the purpose of a remake. :) But I will be sure to let you guys know if a version like that would surface somewhere on the corners of the internet. xD

  • @wairnair

    @wairnair

    3 жыл бұрын

    How about maestro Graeme Cowie (also known as mcgeezer on the eab forum)? He's a master at porting stuff to the Amiga (see Rygar AGA). I'm sure there are others too.

  • @stuartaxon2898

    @stuartaxon2898

    3 жыл бұрын

    @@PixelShade I look forward to you gradually filling in the gaps in this engine :D

  • @ponsho16
    @ponsho163 жыл бұрын

    Constraints foster creativity, and creativity knows no limits - impressive work!

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Thank you! I love constraints, it's hard to limit your vision with modern hardware, my other project Unsung, suffer from this... there is just too much possibilities and you end up with this super ambitious project. Old school hardware made games "effective" and foremost "technically creative!" :D

  • @overnightdelivery
    @overnightdelivery3 жыл бұрын

    Awesome video man! It's so interesting to find out what the max potential is on any given hardware limitations. So many developers had little to no knowledge on what compromises needed to be made with specific hardware. They simply tried to apply the same programming techniques, instead of being creative and what made the most logical sense for the given limitations.

  • @galacticzombie1942
    @galacticzombie19423 жыл бұрын

    Cool video. Interesting info. Look forward to seeing what you do next.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Thank you! I hope I can offer some good videos in the future! I will probably need to combine these time consuming, ambitious documentary type videos with chatty "sit down and talk"-videos :) But hopefully it will be good fun and people will enjoy following me on my game development journey

  • @dimreturns1190
    @dimreturns11903 жыл бұрын

    I played the SNES version at a friend's and then got my Genesis version a year later when it came out. There were differences from the arcade and the consoles but thought they were pretty close. Especially when playing on smallish CRT TVs

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Agreed. small CRTs made games beautiful... But I remember being amazed with the graphics when I saw the arcade. I couldn't put my finger on it as I kid, but it looked so exquisite! :D

  • @jpalmz1978

    @jpalmz1978

    3 жыл бұрын

    The SNES version was fantastic in every way - even when the Turbo series appeared they nailed it. It was more of a marketing issue with Nintendo / Console ownership that affected the sales: I think many developers were put off the Amiga due to continual piracy that surrounded it, an issue I never saw in the console world

  • @AmigaCammy
    @AmigaCammy3 жыл бұрын

    Thank you for making such a fantastic video about my two favourite topics! My friends and I have had discussions about this for years, how to make Street Fighter II possible on the Amiga, and I agree in the end the dynamic palette idea will be best. As much as I would love a new Amiga port of SSFII, I would also love to help work on a new fighting game using original characters, I have some really good ones developed already if I can find a team to work with.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    I'm so glad you liked it and found your way here Cammy! I have been subscribed to you with my other account for quite a while. :) And yes, this episode seems like it was tailored to your taste! :D I would love to see those characters! Always nice seeing and sharing creative projects like that. Unfortunately I will leave this project as soon as we have the gfx engine ready... two reasons for that, firstly it was never my intention to reverse-engineer and port the whole arcade game (I just wanted to showcase that 60fps SFII arcade action was possible on a stock A1200), secondly I don't want CAPCOMs lawyers chasing me... I still think there's a reason to believe that other devs will pick this up where me and neoman left off. A huge interest for the project has surged within the Amiga scene. And neoman and I focus on delivering a graphics engine. :) Once the technical blueprint is settled I will make my own amiga-exclusive stage for the engine. Just to be freed from Capcom's art and being able to exploit the copper to it's fullest! The biggest issue I think with a new fighting game is how complex they really are. In our case, if somebody will reverse engineer the arcade code, they will basically just do it enough to be able to connect it to the GFX engine and run the arcade code unaltered. The code will still make little sense, not at all like having the source code. getting new characters into the sprite structure, add hitboxes and logic into reverse engineered code is quite a daunting task in my opinion. I would love to see a really good modern exclusive amiga fighting game though! But unfortunately I already know I won't have time for it. I already have too many things to do. :) Let me know if you have posted the characters somewhere, I would love to see them!

  • @Mat3152
    @Mat31523 жыл бұрын

    Great video, Dennis! Glad to see it take off as well! All the best!

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Thank you so much MABE! :D I was amazed how this video just took off on youtube... the thing is, I don't really know what to do, so many new followers (I expected like +10 followers max.... not +930, as well as 22 300 views or something). I feel like I actually have a lot expectations on me now, for making certain kind of videos. I hope I will be able to navigate through all of this and create something I believe in and not disappoint too many followers. :) I want the channel to be about game development transparency, but I guess there's a lot of people who want Amiga content.... other want Street Fighter content, and the third group just want remakes of every bad port out there. xD Thank you for your support and always commenting.

  • @Mat3152

    @Mat3152

    3 жыл бұрын

    @@PixelShade Thank you, Dennis. I don't think I'm in the position to give advice, but I hope you continue to do your thing, since that's what got you to where you are today. From my perspective as part of the audience I enjoy both the retro content as well as your content about the process of developing Unsung. All the best, Mathias

  • @eljusticiero322
    @eljusticiero3223 жыл бұрын

    Amazing video. Had both the Amiga 2000 and the Super Nintendo versions

  • @captaincorleone7088
    @captaincorleone70883 жыл бұрын

    Brilliant video! I really enjoyed watching this from start to finish and the research and overview was captivating. :) Just a few details, the hardware debuted in 1985 (with the A1000) and then more widely in 1986 - not 1987. 32 colours was standard but many Amigas possessed the EHB mode which enabled 64 colours: Desert Strike was one example. I did indeed play SFII on my Amiga and envied those who had the Mega Drive and SNES versions! The programmers behind Amiga SFII received no support from US Gold, who in turn also failed to obtain the assets from CAPCOM but it's still a lazy job because another KZreadr analysed the graphics and determined that they're ST compliant rather than Amiga compliant. It was an ST port-over with extra colours and two-fire button capability added. There was no way that a 1mb Amiga could match the CPS-1 hardware but the PC Engine, which is totally inferior to even the OCS Amiga received a far superior conversion of SFII. As you point out, if CAPCOM had converted it in-house, the outcome would've been completely different.

  • @leighbyford635

    @leighbyford635

    3 жыл бұрын

    Is the Pc-engine inferior? It has 64 hardware sprites. 448 colours on the screen. The palate is worse @ 512 and only 1 layer in hardware but the OCS is 15 colours on screen in a 2 layer game like SF2. I cant think of any Amiga shooters or fighters as good as Pc engine examples.

  • @captaincorleone7088

    @captaincorleone7088

    3 жыл бұрын

    @@leighbyford635 I actually liked the PC Engine and regret that it was never officially available in the UK... The Amiga's 68K CPU and the entire true multi-tasking architecture wins hands down, as does the PAULA sound chip. Listen to the same music on an Amiga and PCE... Colours on screen? Many games utilised the HAM 4096 colour HAM mode for digitised images and stills. The PCE has a lower resolution, inferior parallax layer handling compared to an OCS Amiga. There's much more but this would become an essay lol. If you really can't think of any Amiga shooting or fighting games that equalled the PCE's, you really didn't play many titles! As it goes, there were numerous parallel releases where the Amiga version trumped the PCE version and instances where ports of PCE games to the Amiga were superior: Super Bomberman, PC Kid.

  • @leighbyford635

    @leighbyford635

    3 жыл бұрын

    @@captaincorleone7088 Really? I cant think of a single Amiga action game that's as good as Pc engine SF2. I don't rare elves or fightin spirit I would say "Safire" easily beats any amiga shooter ( Amiga 1200 included ). I cant think of an Amiga scroller that's as good as Rondo of blood . I don't think a lot of shadow of the beast or Lionheart. I don't rate Amigas particularly. Each to their own though.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Leigh, I don't think you can't compare hardware like that. I mean when it comes to games on the Amiga lineup of computers, they were often never given the same care as on consoles due to the widespread piracy. There were very few AAA games, and the machine relied heavily on quick ports, smaller studios, and bedroom coders. This is mainly why you don't see quality AAA games like Rondo of Blood. The PC Engine was great little machine and surpassed the Amiga 500 in how colors and sprites could be distributed on screen (and how flexible the sprite structure was), making the PC-Engine easy to work with. But on a pure hardware level, the EHB Amigas were quite great. 4096 colors + high-color modes for still images. Higher resolution 320x256 & 640x512 (Pinball Illusions used this during multi-ball) 1MB of Chip RAM Excellent PCM Audio (eating away the RAM) xD 2 Playfields (PCEngine only had one, although on the A500 this had some pretty grim effects to the color diversity) Unlimited drawing capability with the blitter. (An example of this is that you could have endless amount of corpses on-screen without bogging down performance or causing flickering, Moonstone has this, unfortunately it has bad blitter routines and low framerates) Blitter also allowed drawing, making vector graphics possible. (Another World, Flashback, Stunt Car Racer, F1 GP, Hunter etc) The biggest issue for the Amiga was that it was hard to program blitter routines effectively. This often resulted in poor frame rate (since many game developers updated the whole screen for every frame or very ineffectively). Not that the Amiga wasn't capable of running games better, it was just that development was often rushed or lacked proper resources and knowledge (since publishers would get very little back in terms of return of investment, due to widespread piracy) The Amiga hardware was great. Team17 and Digital Illusions often made console like games. Project X looks great, so does Alien Breed II, Digital Illusions Pinball games were very vibrant and wouldn't have been possible to remake on a console like the PC Engine. Turrican II is very well programmed, runs very smoothly due to cleanup routines. has 7 audio channels, exceeding the hardware limitation of 4. although a classic, there's still a lot that could have been improved in the GFX department. But yeah, hardware should never be judged on the games.. rather their capabilities. :)

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    thanks for a great comment! Yeah I know, it is an error on my part with the script. at first I was writing about the release of the A500, and wrote down the year... then I re-wrote sections of the script. unfortunately the year stuck around although the mentioning of the A500 did not. I actually know that the A1000 was released in 1985. it's such a burtal, but simple mistake to make. and hard to redo once you go live with the video. :) yeah, I have been looking into the EHB mode, however, it would result in a single playfield.... and I don't know. I still have a goal of making 6 elephants on Dahlsim's stage, and the foreground palmtree on Sagats stage.... hahaha. I am hoping to use other tricks to get around the 32 color limitation. :) Especially since the criteria was to make this as "arcade perfect" as possible. Both me and my "partner in crime" sees this as pretty unobtainable on a A500 currently. (we want 7 channel audio, X/Y BOB-mirroring etc. while at the same running the arcade code, we have calculated on the cycles and it seems feasible but yeah, long way to go) And yeah, that would've been the dream, if Capcom had actually made the Amiga version themselves. :D

  • @lecturesalternatives8421
    @lecturesalternatives84213 жыл бұрын

    19:13 This trick of mixing sprites and background gradiant is really nice and it works great.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    I know! The thing is I were ever to do my own stage I would work a lot more with transparencies and copper gradients, it's basically a gold mine for color limited display modes. And I don't even think this specific background fully allow the technique to shine. :)

  • @PM2126
    @PM21263 жыл бұрын

    Cool video, love hearing different perspectives from all over. Learned a bit too Subbed

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Awesome man, thank you so much for subbing! Learning new perspective is probably one of the greatest things about the internet. :) I Hope I will be able to deliver new and interesting content in the future for you guys as well. I am just starting out with KZread, and yeah, I can definitely feel that this a full time job when you put your heart into it... I will talk a bit more about that in the next video. :) Anyway, welcome to small little Pixel Shade family. :)

  • @retrogiddy
    @retrogiddy3 жыл бұрын

    Really great video, thank you for taking the time to make the demo and also explain how it all went together. I know my way around Dpaint, but learning how the Amiga bobs and hardware can be utilised is really interesting. I'd love to see a full CD32 version made in the same way with full cd audio and the multi button pad support, it would have been a complete game changer. Great work, looking forward to seeing what else the A1200 could have done with the right care and time.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Thanks Gideon! I am actually quite overwhelmed by all the positive comments! I hope this video can serve as a reference for people to get a good general understanding of the Amiga hardware. I didn't want to get really close to the metal with assembly programming and such (although It would've been really neat!). Because it would've made the video less digestible (can you even say that? hahaha I'm Swedish) And I agree with the CD32 version. The game would've been amazing for that format! (and cheap, due to the lower cost of printing on CDs, rather than huge cartridges) I actually even have this weird fantasy of creating a modern "playstation"-like game with pre-rendered backgrounds and FMVs for the CD32. I see no reason why I slightly downscaled Final Fantasy VII wouldn't have been possible to make for the CD32. :D

  • @retrogiddy

    @retrogiddy

    3 жыл бұрын

    @@PixelShade I think the tone of the video is perfect, and definitely digestible :) I'm fascinated with seeing what a standard Amiga can do when pushed. I've always thought the Oddworld games would be a possibility on the cd32. Downscaled of course, but as its essentially a graphically enhanced flashback clone, I'm sure the amiga hardware could pull it off.

  • @Bransfiiiield
    @Bransfiiiield3 жыл бұрын

    I wish I could add a section about this to my Amiga/Street Fighter video - amazing work!

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    No problem mate, as long as you don't re-upload the WHOLE thing, and just give me small shoutout or credit... then everything should be fine. 15% falls under fair use here in Sweden. ;) I couldn't legally hunt you down even if I wanted to hahaha! ;) good luck with your street fighter video, let me know whenever it is done! :D

  • @Bransfiiiield

    @Bransfiiiield

    3 жыл бұрын

    Hah, I won't take any of it - the video's already done (a long time ago), and far less technical than yours: kzread.info/dash/bejne/kWeHr6VrZ7Xgcbw.html

  • @derfony
    @derfony3 жыл бұрын

    This is an amazingly informative video!

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Thank you! I'm so glad people seemed to have liked the informative (but somewhat basic) technical aspects of the video! I'm really glad you liked it! :D Makes me wanna do more of these kind of videos.

  • @joystick8384
    @joystick83843 жыл бұрын

    This game broke my heart. Back in '92/93 I was a 9-year old desperate to play SFII, but couldn't afford a SNES. One day, when I saw an Amiga 500 magazine with SFII on the cover AND A DEMO DISC my heart leaped out of my chest. I practically sprinted home to put it into my old 500. But when those jerky animations and bleached graphics loaded up, my disappointment was absolute. To rub salt into the wounds, it was a non-playable demo. I burst into hot tears of frustration. I can still remember my Dad scolding me from the next room and telling me to pull myself together XD

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    oh man, that is such a relatable story! As a child, having a decent SFII version was a REALLY big thing. With this being said, I actually enjoyed the US Gold version. I knew it was severly flawed, but at the time it felt better to play SFII than not playing it at all... of course the enjoyment wore off much quicker (since it wasn't a good game with regards to all its issues). And I think the sad truth for me was that I didn't appreciate SFII for being the masterpiece it was at the time. I think US Gold skewed my perception of the game (since I didn't have access to the arcade, and only played it occasionally on a friends Super Nintendo) It wasn't until a couple of years later I really got into the game, with emulators, Street Fighter II Collection on PS1 etc.

  • @DigitalConfusion
    @DigitalConfusion3 жыл бұрын

    Amazing work. I still have my SF2 amiga game but havn't played it since I was a kid. I remember loving the game even thought it did not play as the arcade version.

  • @khemikora
    @khemikora3 жыл бұрын

    Thank you Pixel Shade! This is fantastic and fascinating to me as I want to really get stuck into A1200 game development in the near future. I hope this project is taken at least a little bit further to have some sort of gameplay in there. I really want to see how the engine copes with the large sprites (bobs) moving around the screen, jumping and kicking with collision etc.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Thank you so much for watching Steve! :D The disscussion of our next step is ongoing, getting character graphics into the engine in an effective way is actually really complicated. We basically need to reverse engineer SFII to understand how it works. we have already found a lot of memory map detailing, and we will continue to pursue what you are asking. How to deal with the huge sprite sheets, memory management, BOBs, blittermasking etc. the road ahead is tough one, but we got really excited after all the positive feedback. it just makes us want to pursue the project even more. :)

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    tiny update about this... Blitter time is really good due to Dual Playfield mode, character number one is drawn first on screen, and hence do not need a blitter mask for redrawing blitter graphics. and since the characters are on their own layer. background graphics do not need to be cleaned up during movement... only the second player uses a blitter mask in order to check if it is occluding character number one... With other words, blitter speed is the least of our worries currently. :) Since the A1200 lacks support for horizontal flipping of BOBs and sprites. we need to develop an efficient way to do this in software, because storing reversed versions of the huge sprite sheets would be a death scentence to memory utilization.

  • @AmirKhan-qx2lr

    @AmirKhan-qx2lr

    3 жыл бұрын

    @@PixelShade make it a series on KZread please !!!

  • @kevinpicone6485
    @kevinpicone64853 жыл бұрын

    We built a prototype back in 95/96 for a1200,it used much the same ideas, dual play field with sprite combo's for character / overlays

  • @RussDnB
    @RussDnB3 жыл бұрын

    That was an absolutely amazing video! I too often thought that a proper AGA version could have been stunning. Makes me wanna say LET'S DO IT!!!

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Wow, thank you! super happy that so many people appreciated the video! :D Me and neoman will continue to work on releasing what you see in this video. We need some extra time for cleanup and final optimizations, but we both have a lot on our plates. However, we will try to reach out to capcom and hope that they can sanction the license. We have started reverse engineering, and it seems like we would be able to hijack the actual arcade code without much alterations. The biggest issue now is basically the extraction of player characters (stages will be self contained Amiga programs), resizing and re-colouring algorithms and also adapt the logic to 75% horizontal resolution for hitboxes etc... it's a massive workload on neoman, and he has a lot on his plate currently. but let us hope that we can continue. slowly but surely. :)

  • @RussDnB

    @RussDnB

    3 жыл бұрын

    @@PixelShade Oh my! If a sanction could be obtained, we’re into serious talk. I too have loads on my plate right now, but I’m going to keep a real close eye on things. Never know, timings and projects may line up and I’d love to see if there’s something I can do to help. Quite minimal coding experience, but I have dabbled in graphics over the years. Also, not having a strict schedule is perfect. It’s all about the quality.

  • @CommodoreGT
    @CommodoreGT3 жыл бұрын

    This was really cool! I love watching stuff like this.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Thanks Mike, I'm really glad you enjoyed it!

  • @amipal24
    @amipal243 жыл бұрын

    Truly fascinating, and an excellent example of using the Amiga's custom chips for what they do best. Just goes to show, that with the right skills and hardware knowledge, great things can be achieved.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Don't even get me started of what the CD32 could've been with proper AAA Productions! Just think about it! playing CD Audio without impacting the four PCM channels, Playing FMVs in background without impacting blitter performance or sprite capabilities, ability to display rudimentary 3D graphics. Large persistent storage for voice acting, pre-rendered backgrounds.... to be honest, I see no reason for a game like... let say, a slightly downscaled Final Fantasy VII being feasible on the CD32. What Commodore really lacked, wasn't hardware capability, they lacked AAA productions and relied to heavily on bedroom coders (although bedroom coders, and that whole scene is amazing in its own right)

  • @jarvistsui3006
    @jarvistsui30063 жыл бұрын

    Seeing KZread videos of Amiga Street Fighter II always leave me a scar. I am not aware that the console can be this powerful! I like how you share the static 16-colour palettes amongst all the characters. When you talked about making dynamic palettes for the characters depending on the matchup however, I am worried about matchups say Blanka VS Chun Li or Sagat VS Guile due to how different their palettes are. Anyways, this video is absolutely fantastic and I hope to see more!

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    a dynamic palette should never be implemented if it ruins the quality of characters. I will make a dedicated 16 color palette for SFII and see how well it matches up! I was just kind of amazed how well this did with keeping the details "intact". an SF one would have way less muddy colors. But this one was created for a "grimmer" game, so to speak. ;)

  • @bigd5090
    @bigd50902 жыл бұрын

    Great video! Really good insight into what the Amiga and specifically the A1200 was capable of!

  • @adiands850
    @adiands8503 жыл бұрын

    Great video and you did an amazing job at answering a question that I had always wondered about.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Glad you enjoyed it! I guess you had the same question as me when I started this project? :D

  • @user-ng9gd4vl9s
    @user-ng9gd4vl9s3 жыл бұрын

    "Oh man! I'm gonna fight Blanka!" Insert Disc 6 "I'm so stoked right now!"

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    That's really why I think SF should've been primarily developed for the A1200... :) Having a HDD install disk would've made a world of difference. The game would land somewhere between 7-9MB (~9-10 disks). If I could choose I would also add a "single fight" in single player mode with the option to "repeat fight" in both that mode and two player mode in order to reduce the disk swapping headache for those without HDD. (while at the same time giving people incentive to upgrade their Amiga's)

  • @user-ng9gd4vl9s

    @user-ng9gd4vl9s

    3 жыл бұрын

    @@PixelShade your Amiga knowledge is strong

  • @ecb116

    @ecb116

    3 жыл бұрын

    Me and my buddy played it so much on the Amiga 600 that we came to a point where we knew when to swap disk and which one before the game prompt us.

  • @namakudamono

    @namakudamono

    3 жыл бұрын

    @@ecb116 Same! I recall my friend and I selecting he same character in order to reduce disk swaps...or was that not possible in SF2?

  • @NozomuYume

    @NozomuYume

    3 жыл бұрын

    @@namakudamono SF2 did not have mirror match. That wasn't added until dash/championship edition (along with being able to play as the bosses).

  • @JimboJammy
    @JimboJammy3 жыл бұрын

    Very interesting video, you've gained a subscriber :) Us Amiga fan boys back in the day always knew what our machines were capable of, its just a shame we either ended up with atart st ports or ports that had very little love put into them. Super street fighter 2 turbo isnt too on the 1200 though :)

  • @mncraw4455
    @mncraw44553 жыл бұрын

    This was absolutely awesome, excellent technical info. I wish that there were more videos like this. I had a 1200, and a 500 before that, and got as much enjoyment as I could out of the 500 port of SF2. Was always envious of the SNES and Megadrive versions though!

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Thank you so much, Glad you liked it! I hope to be able to make more stuff like this, and behind the scenes videos about game development. I'm gonna talk more about the future of the channel in the next video. :)

  • @GuiSantosMUGEN
    @GuiSantosMUGEN3 жыл бұрын

    Damn Pixel Shade, really a great one. Good luck with the channel and i can't wait to see more content from you.

  • @user-ng9gd4vl9s
    @user-ng9gd4vl9s3 жыл бұрын

    Aged ten this was the most exciting thing I'd ever seen. I had an Amiga 500

  • @PST101
    @PST1013 жыл бұрын

    That was really enjoyable to watch. I was 12 when I got my SUPER NES with SF2. Also had an AMIGA 500 and can remember how terrible that version was. 1 button and the spacebar. Lol. I'm 41 now and own the arcade machine (mid life crisis!). You did a great job. Now can you get the help from others on the Internet and actually program a working/playable version?

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Glad you enjoyed it! Hahaha, we all have our midlife crisis investments, mine was an Amiga 1200, accelerator and a CRT monitor xD Anyway, Me and neoman will cleanup and finish the demo you see here and share it publicly... but then we will make a presentation and go to Capcom with hopes of them sanctioning the license for this project. That way we could continue to develop the game openly. :)

  • @ChunkiEgg
    @ChunkiEgg3 жыл бұрын

    I still remember being bitterly dissapointed by the Amiga conversion and being so jealous of my cousins' SNES version. You have shown that with the right mindset and budget, this could have been so good on the A1200. Very entertaining video and I would have killed to have experienced your version if it was released back in the day! :)

  • @JamesGood
    @JamesGood Жыл бұрын

    This was a great video, thanks for taking the time! I was never that interested in the fighting games, but you very much engaged me with this. I guess the main thing was, straight ports weren't ever going to be very good, but if you put the time and effort into it (most couldn't afford to do that), worked to the machine's strengths, the ole Amiga could do a very nice version of most things at the time.

  • @IdmodeOmega
    @IdmodeOmega3 жыл бұрын

    As an Amiga fan this video is just wonderful!

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Thank you so much! I was never prepared for this amount of positive response. man, the love from the Amiga community is off the charts! :D

  • @btizef2008
    @btizef20083 жыл бұрын

    It's interesting to see what can still be achieved way after Amigas demise but I still feel that when judging the superiority of a machine you have to consider its ease of use. It sounds a bit of a nightmare to implement your findings. Especially when considering the other levels remaining for street fighter 2. We loved our Amigas and I love you're still fighting its corner. Great vid.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Hehe, nothing is hard when you have right tools for it. and if you lack the tools, you create them. This is what I have found during my professional career as a system developer. You can basically automate everything that is repeatable... If we were to continue with the project doing more stages, there are incentives to create a copper tool which will generate code for the copper list. :) This is usually what differentiated bedroom coders from large scale companies. In larger companies there were financial incentives to create specialized tool sets. That way it would ease up work for artists, programmers etc.... and well time is money. :) Although my solution seems advanced. The strategies are highly repeatable (with different position, coordinates and structure)

  • @ekistic
    @ekistic3 жыл бұрын

    This is a great video, both on the amiga hardware and capabilities, game forensics and a hell of a demo of how young would-be game developers (and even the experienced ones) should go about on planning their own game design. Thank you for spending this time!

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Glad you enjoyed it! there is something really enticing when working with hardware restrictions. How you really need to put your mind into creatively solving problems as well as how the restrictions actually keeps your ambition in check. In comparison to my main project. Unsung, where I have a modern engine that can easily make use of 20+ real layers. 4K resolutions, 250 000+ objects on screen at once... you instead starting to struggle with keeping your ambition in check. It definitely helps to go back to the roots of game development. This project has been a lot of fun! :)

  • @ekistic

    @ekistic

    3 жыл бұрын

    @@PixelShade It's indeed about by pushing things to their edge that they become interesting. The difference between 70 mph with a Porsche and crossing the ocean on a surf board :)

  • @faridbessame9593
    @faridbessame95933 жыл бұрын

    What a brilliant video and experiment! I knew at that time that sf2 should have been great on a A1200 and you proofed it! Well done!!

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Thanks Mate ! :D There is definitely so many areas where amazing things could have been done on the Amiga. In hindsight I realize that the hardware was actually quite powerful. And instead of just doing arcade conversions. I would be interested to explore gameplay mechanics that actually made use of the hardware benefits of the Amiga as well. But I think that has to wait. I have teamed up with KK/Altair in developing his Doom clone 'Dread' for the A500. Except lower resolution and less colors, I am starting to get pretty confident about the future of that project as well. We are able to deliver quite attractive graphics with the limited color palette. And if things are going according to plan, the engine might just even exceed the original Doom Engine's capabilities. :) (but yeah, that's way down the line) But it is exciting times, seems like there is a recent resurgence in Amiga development lately! :)

  • @BrunoB78
    @BrunoB783 жыл бұрын

    great job! only thing is - characters DO overlap on the interface elements when jumping, so I guess that's another thing to work around!

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    I know, I don't thing it will cause much of an issue though. I still want to redesign the UI a little bit, and if we're lucky we could probably find a lot of similar colors. that way, characters will have parts of their body with different colors when crossing the UI line. however, those colors will be close to each other and negligible in motion... at least that's what I feel... I rather take some color jerkiness over having a big black border though.... since it works fine with the background. :)

  • @roydriver8956
    @roydriver89563 жыл бұрын

    Thank you so much for the great insight on what the A500 and 1200 could do, also i think its awesome you actually get help from some of the guys at TITAN as there mega drive demos rocked. Keep up the fantastic work its very appreciated and where can i download the rom?

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Happy you liked it. We will release the demo when we are ready. :) or when neoman feel that it is ready.

  • @oleschoolgamers
    @oleschoolgamers3 жыл бұрын

    Loves the vid and the pixel explanation of the Amiga, so fun learning stuff like this, thanks!

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    If people are interested, I might do even more of a technical deep dive! Thanks for sticking around and watching the vid! :)

  • @oleschoolgamers

    @oleschoolgamers

    3 жыл бұрын

    @@PixelShade deeper? Haha, not sure you can go any deeper. The use / restrictions of palettes and sprites and the system chips were of interest to me especially since I’m making a NES game and had to learn the same things. Well done though, got my sub easily!

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    @@oleschoolgamers well we didn't go through how the blitter worked., cleanup rutines. 1-bit blitter masks, blitter time, Direct Memory Access (DMA) etc. haha. I guess the benefit from a video like this, is that it is digestable for a rather wide audience.

  • @oleschoolgamers

    @oleschoolgamers

    3 жыл бұрын

    @@PixelShade very true. If the title was “how to puzzle sprite tiles in the Amiga” the interest would be more specific. That’s what happened when I made the NES Homebrew vids, view count was low but it’s for a very niche group. Side note, it was funny how EHonda was the only reason you needed the light blue haha

  • @stpap
    @stpap3 жыл бұрын

    Superb work! It must have taken a lot of time to make. As a former Amiga user I found it both informative and entertaining. Well done!

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    haha, It did take a lot of time! I am so happy that people enjoyed the video as much as they have! It actually felt like it was worth all the trouble. :) I kind of wish I would've spent an extra day on it... to make it perfect. :)

  • @lecturesalternatives8421
    @lecturesalternatives84213 жыл бұрын

    25:30 One question about the 16 colors palette sharing between the two characters. "Making a dynamic palette depending on which characters are chosen." Do you mean that you could prepare 144 handpicked color palettes ? 144 being the number of possible fights. 12x12. => It seems that it would actually make about 66 color palettes to prepare, not 144. (because Ryu VS Blanka = Blanka VS Ryu; and Ryu VS Ryu doesn't count either). Is it possible for the amiga to look for that kind of information while loading the fight ? "Ok, it's Dhalsim VS Blanka, what's the color palette ?" Because although it sounds like tedious work, it also sounds like something that would still allow a lot of flexibility as you've already proved that 16 colors for all the characters already allows a lot of things.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    You always post such great question! I don't have a definitive answer yet, however, I am leaning more towards color theory and color managment. distinguishing between, darks, brights, primary- and secondary colors as well as ramps. For Ryu.... having his clothes white, while the midtones go towards green when battling blanka makes sense, won't change the perceived outcome of his outfit... it will still be white, but it will tint towards green. which matches his jungle level (and works with regards to how light also reflects color). Playing against dahlsim it will go more towards brownish tones. For me, it will be a jigzaw puzzle of colors.... and we will probably discuss this many many nights ahead, me and neoman. :) and how we would construct such an algorithm. But I think it is possible to do something like that and it would allow characters to use the color of each other, yet getting much better results than a common palette. All characters should share darks and brights. So basically it's the other.... ~12 colors we need to worry about.

  • @NozomuYume

    @NozomuYume

    3 жыл бұрын

    @@PixelShade Yeah, that would be best. A set of colors that all fighters use, and then the rest of the palette is split in half for custom palettes for each fighter. Optimized palette for every possible combination would be doable but then the art would not be consistent between fights. (Mercifully since it's SF2 with no mirror matches and no playable bosses, there's only (8x7)/2=28 player vs. player fights, plus 8x4=32 boss fights, thus only 60 possible matchups. (Bosses can't play eachother so this is the correct answer instead of (12*11)/2=66). If you were to include bosses and mirror match feature from championship edition the matches would be (12*12)/2=72, assuming you went with fixed palette swaps for the mirror matches and no ability to select colors.

  • @davidbanner9001
    @davidbanner90013 жыл бұрын

    A great analytical breakdown. I also believe the 1200 was very underrated and never fully utilised.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Definitely! We never got to see that AGA chip truly sing. I mean, I see no issue for the CD32 to get games with pre-rendered backgrounds similar to the Playstation. It kind of makes me want to make a Final Fantasy VII demo. :) downgraded of course. but still. The hardware was there. Unfortunately the Amiga wasn't a very lucrative platform for AAA studios.

  • @slowlymakingsmoke
    @slowlymakingsmoke3 жыл бұрын

    This was an amazing video. It really made me think of how many computers and consoles never got to their full potential. Even modern day PC's are slowed own by layers upon layers of abstraction. Well done.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Definitely! And there is a certain beauty of down-to-the-metal development... This is nearly impossible today due to the complexity of hardware and software. Making modern 3D games with the same finesse would've been a nightmare without abstractions! But yeah, sometimes abstractions go overboard, like web development. When you are basically building simple pages with a framework.... that is based on a framework, that is based on a framework, that is based on a script, that is based on... and so on. :)

  • @MaximRecoil
    @MaximRecoil3 жыл бұрын

    I first played Street Fighter II in 1992 when I was 17 at "Action Family Arcade", which was in the same plaza as the place I worked on the weekends. It was the original "The World Warrior" version, and it was in a Dynamo HS-5 cabinet (25" monitor), which was a common generic cabinet for operators to install them into (The World Warrior was only available in conversion kit form). I got hooked on the game and after a few weeks, I thought I was getting pretty good at it. I could get to Vega (the Spaniard with the claw and mask) but couldn't beat him. Then one time a guy came in and put in a couple of quarters while I was playing; it was the first time I'd played a human opponent and it didn't go well at all. I couldn't do anything against him; he won every game with ease, which suddenly made me realize that I wasn't any good at it at all. I learned a lot from playing against him though, and it wasn't long before I actually did get good at the game, especially when I started going to a bigger arcade to play against more human opponents. It was at the bigger arcade that I heard that SFII was coming out for the new-at-the-time Super Nintendo, and I made up my mind then and there that I'd buy an SNES just so I could have SFII at home. A few months later I bought a new SNES and a new copy of Street Fighter II: The World Warrior and I loved it. I didn't have to relearn anything; I was automatically as good at it as I was at the arcade version. It was the first time I'd seen such a faithful console port of a current arcade game. The fighters were a little smaller relative to the size of the screen, there were missing/changed bonus stages, some of the sound effects/samples were different or missing, but those things were minor, because it still played, looked, and sounded great. I played the hell out of it, both against the CPU and against friends. In 2007 I got the real thing: Street Fighter II: The World Warrior in a Dynamo HS-1 cabinet. It's been perfectly reliable too. I have four arcade machines and probably a dozen boardsets, and the SFII boardset is the only one I've never had to fix. Here's a video of me playing it: kzread.info/dash/bejne/lWGEs7BmqrfAYrA.html

  • @amanloop
    @amanloop3 жыл бұрын

    that's just freakin' awesome!

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    :D

  • @amcadam26
    @amcadam263 жыл бұрын

    As an A1200 user, I was heartbroken that games never really took advantage of its hardware. You'd get the odd amazing demo. But games were always badly optimised.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Let us hope that Capcom will consider sanctioning the license since I have a hard time thinking this would hurt their sales. We just need to clean up the demo, make a presentation and reach out to their licensing department.... If we could do that way we could continue develop this to a full game, as well as having transparent gamedev updates on the progress. That would be truly awesome! :)

  • @chupachupins
    @chupachupins3 жыл бұрын

    Thank you so much for this video, Street fighter 2 was seen as a benchmark back in the day, and my console owning friends did look down on the Amiga after street fighter 2 was released. I never doubted my 1200 could do this!! I hope one day this can be made into a game with your findings 😊. Superb job.

  • @KevinSaunders
    @KevinSaunders3 жыл бұрын

    Brilliant tech demo, and love the fact your keen on pushing the A1200, best of luck.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Thank you so much! Yeah, let the hardware battle continue! :D

  • @JMDAmigaMusic
    @JMDAmigaMusic3 жыл бұрын

    About on how the audio might sound, two years ago a friend of mine was planning to do a new Final Fight port [later abandoned] and we decided to use two channels only in order to have both players sound effect; i did create two channel versions of the tunes in the Arcade game, and you can hear those here: kzread.info/dash/bejne/d2GOrqqqh7Wxe6g.html

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    This is amazing! it's actually really impressive how many sounds you can fit into that tiny amount channels. reducing channels like this feels like a lost art form! :D Shame that the project was abandon. I hope this won't become abandon, although our hands are a bit tied until we can fully assess what a proper reversed engineered variant of SFII really needs from the GFX Engine. :)

  • @JMDAmigaMusic

    @JMDAmigaMusic

    3 жыл бұрын

    @@PixelShade I once was stunned on how Martin iveson did the soundtrack for Wolfchild (used two channels too) and wanted to do similar things, since is opening a lot of possibilities in the audio section!

  • @Nianfur

    @Nianfur

    3 жыл бұрын

    I would probably use tfmx.

  • @JMDAmigaMusic

    @JMDAmigaMusic

    3 жыл бұрын

    @@Nianfur for the seven channel routine i suppose

  • @ByUrien84

    @ByUrien84

    3 жыл бұрын

    @@PixelShade You see Final Fight Viperhack abadoned project? kzread.info/dash/bejne/Yoh6o6WTg9Tbl6Q.html

  • @user-te1le7ck6b
    @user-te1le7ck6b3 жыл бұрын

    As someone who teaches basic game theory this video is absolutely mind blowing thank you so much for your efforts , please be sure to share your fully completed version. US GOLD should have hired you instead of there incompetent teams who produced shockers.

  • @timchapel77

    @timchapel77

    3 жыл бұрын

    Uh. What’s game theory got to do with this?

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    you know, I was only 9 years old back then. ;) hahaha. But to be honest, I don't think the programmers could've done much. it probably came down to management and distribution requirements and ease of use for end users. fitting the game into 4 disks.... instead of 9... would without a doubt taken it's toll on an A500 release (the disk swapping bonanza would've been terrible for the end user) That's why I really think an A1200 version with a HDD install disk would've been a must really. US GOLD could've definitely made better use of colors, and better performance on the A500... We need to keep in mind that US GOLD was never able to use the 16-bit graphics from console conversions either since capcom hadn't made the SNES version yet. Developers were probably in a pretty sticky spot no matter what they did.

  • @user-te1le7ck6b

    @user-te1le7ck6b

    3 жыл бұрын

    Tim Chapel because US Gold didn’t apply the proper programming techniques , yes there were limitations but what they produced often was utter garbage that only sold due to a titles name , thanks for your feedback in response to your question I was just commending pixel shade on applying the principles of game architecture and mechanics to his work in order to produce a much better end product.

  • @timchapel77

    @timchapel77

    3 жыл бұрын

    @@user-te1le7ck6b understood. Game theory as a formal practice is much different than what you’re describing tho. Pixel seems to study some graphic design and some computer science and some electrical eng...programming was hard back then haha, we had to all be multi-disciplinary.

  • @BrianJones-wk8cx
    @BrianJones-wk8cx3 жыл бұрын

    Exceptional video-love the level of detail in both technical detail and thorough, accessible explanation. My first experience with SF2 was in the arcades, but as a kid the SNES port appeared flawless through my rose-colored 12 year old perspective. I never had the pleasure of an Amiga nor the corresponding SF2 port, but your walk-through of constructing a demo versus the underwhelming original port is inspiring and informative for even an altogether layman, I’d personally love to see more on this (and similar content explored in the same fashion). Thank you for your efforts, consider me subscribed!

  • @SoumyadeepChanda
    @SoumyadeepChanda3 жыл бұрын

    This is top quality content, hats off! I know these take hours and hours but please try to produce more of these in the future! Subbed.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    I will do more tech analysis videos in the future... they will probably be dropping once in a while, with vlog-like videos sprinkled in-between. :) I could go more in-depth with this one. I could also do a video about the quirks and mastery of the dreamcast 3D hardware, if this interest people... anyway, next video will be a welcome video to all new subscribers, presenting myself and what I do. as well as talking/discussing with you guys about the future of the channel. :) I never knew this video would actually take off with the YT-algorithm. 1000 subs is not a lot for massive youtubers. but it is an increadible goal for a small fry like me. :)

  • @SoumyadeepChanda

    @SoumyadeepChanda

    3 жыл бұрын

    @@PixelShade Thanks for this, I'm looking forward to the new videos. If something interests you, you can be sure that will be of interest to a lot of other people also. Please continue to vlog your analysis or anything that you deem good.

  • @MrSoulast
    @MrSoulast3 жыл бұрын

    If I good remember, Elfmania did use if not the same a nice trickery for managing colors. Ps: It was really nice to watch.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    it's a shame that elfmania was such a bad fighting game! I haven't looked into if it used sprites for characters, the only thing I have reacted on is that their "reach" is actually really small. Often a telltale sign that they were using sprites and not BOBs. :D But yeah, elfmania definitely used all the tricks in the book! :D On this journey with SFIIAGA I have actually become more and more impressed by the custom chip design of the Amiga. It's really an impressive piece of engineering!

  • @MrSoulast

    @MrSoulast

    3 жыл бұрын

    @@PixelShade I do agree. Graphics 10/10 but gameplay was 2/10. As I do remember they used HalfBrite same as Choas Engine or Gods. So artists did have for each color a lot of shades to use. I did just found out that Elfmania characters for that game is exceedingly laborious due to memory-saving tricks: after animating the characters, the sprites were sliced in horizontal parts, which were recycled all over the sequences in order to save the memory. And sometimes you had to alter the animation in order to recycle more parts. And that's why the animation in that game was smooth but a bit flat. Interesting is that game "Universe" from year 94` was able to use 256 colors even on amiga 500. If I am right they use HalfBrite with copper. Copper does have the ability to print 454px in one line but amiga did only use 320px. So 134px has been prepared to exchange pixels dynamically. I wish I could remember more details but it was so long time ago.

  • @GiacomoFabbrocino

    @GiacomoFabbrocino

    3 жыл бұрын

    @@MrSoulast And Elfmania wasn't AGA, either!

  • @MrSoulast

    @MrSoulast

    3 жыл бұрын

    @@GiacomoFabbrocino and that's why it is so impressive. Now just imagine what could be done with AGA.

  • @sonikku9173
    @sonikku91733 жыл бұрын

    This is amazing!! even by just seeing the animated sea, something that is not present in any version, including the arcade one.

  • @KKAltair
    @KKAltair3 жыл бұрын

    Excellent conversion and excellent production quality as well! :)

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Many thanks KK! I just stole your youtube-format cut and dry! That's why it's good... But I must say after making this video, it has been quite exhausting, and very time consuming) ~:D But it was really worth it. I'm happy that so many people liked it!

  • @KKAltair

    @KKAltair

    3 жыл бұрын

    @@PixelShade Noticed that. You even start by mentioning a release year. :D But if it works - it works. Steal as much as you want! :)

  • @martinhurley7657
    @martinhurley76573 жыл бұрын

    Wow! One of the best youtube vids I've seen in a long time.

  • @danielemaiorana4802
    @danielemaiorana48023 жыл бұрын

    monkey island sounds wonderful even on pc speaker by the way :D

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    it does! I mean, the whole melody is masterfully composed. HOWEVER, I did lower the volume to 25% to make it more pleasant for you guys! 😂

  • @haraldhimmel5687

    @haraldhimmel5687

    3 жыл бұрын

    I was very thankful for my soundblaster compatible for that one.

  • @XPuntar

    @XPuntar

    3 жыл бұрын

    Blasphemy! ... lol I could not stand PC speaker's SFX in any game on my PC 386SX16Mhz, 2MB of RAM, 40MB HDD and SVGA with 512Kb of RAM back in those days as I already had Atari 512 STM with very nice sound capabilities I bought Soundblaster 2.0 within 2 months back then in 1991. (1st year in high school - 16 years old) I still remember chasing a proper PC version of Street Fighter 2 but there were only those strange bootleg version around. At least that "Horjuuken" was really nice to hear through Soundblaster .... lol Dune 2 intro with speech was amazing with SB!

  • @haraldhimmel5687

    @haraldhimmel5687

    3 жыл бұрын

    @@XPuntar Yeah back in the day all the cool kids had amiga and we pc users had.. maybe a couple of colors and pc speaker. that changed very quickly with soundblaster and vga though. I had a version of streetfighter 2 for pc. Dunno if it was a "proper" port but it was fun. Heh.

  • @kwkfortythree39
    @kwkfortythree393 жыл бұрын

    There is something that has no excuse and it's not bound to hardware's capabilities: how in the hell can you put selection theme in Ken's stage and so on? And it's my impression this happens in a lot of conversions for microcomputers

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    yeah. I don't really know what's up with the music... randomly selected... or perhaps what is closest in memory on disks. To be honest, it would be awesome to get an interview with former US GOLD members. Not to roast them, rather understand their peculiar situation, because I bet the developers were good, but the company was run in a way that it didn't allow for the freedom the developers needed to create good products.

  • @juanaarenas1623
    @juanaarenas16233 жыл бұрын

    WoW dude! Amazing video! Hope u can keep rocking on that demo, hopefully making It a playable one some day! Regards from an all-available-version collector of SF2 in Spain and retro specialist for online leader web Meristation. Please keep Up the good work!

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Thank you so much for those kind words! We will continue, slowly but surely! And I would just love a big box release of this. Wouldn't that be great!? :D especially for a collector like yourself! ;)

  • @juanaarenas1623

    @juanaarenas1623

    3 жыл бұрын

    @@PixelShade you made my day!!!!! Cant dream of anything better!!! Please, keep us updated and book me a gap for chatting so as to mayble publishin something on my web. Btw, shall u want to get a sneak peak on my collection, let me Know ;)

  • @mimitop1070
    @mimitop10703 жыл бұрын

    All in this video is just pure awesomeness, thank you!

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    I'm so glad you enjoyed it! Thank you for watching! :D

  • @roydriver74
    @roydriver743 жыл бұрын

    I suffer from depression, and buying the US Gold version of Street Fighter 2 back in the day almost made me want to kill myself but i just had to play the game as bad as what it was. Your video brings a feel good vibe to a old Amiga fan who is always wondering what could have been or what should have been. Also could the Amiga 500 do the Titan OverDrive2 demo? Or is the mega drive more powerful? Thanks

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    oh man, I am sorry to hear that. I hope you have been able to get out of it over time... I'm not much for toxicity and really try to focus on curiosity and positivity. I hope my channel can be a safe place for that :) I have a lot of people in my close circle suffering from depression as well. I really know how hard that can be. I will remember that when I produce videos in the future. Thanks for watching! I really appreciate the support! Regarding the overdrive demo, I'm not involved enough to answer it confidently. The only thing I can say is that the Mega Drive has certain things it is better at, and the Amiga other things... the processor is the same, and I would say that all 3D would be feasible on the A500. color selection is better. 4096 vs 512... display mode colors could be better or worse, depending on display mode. :) I would say, casually, that although not visually exact. Similar results would be feasible.

  • @Oniontrololol
    @Oniontrololol3 жыл бұрын

    I remember this game giving me headache and nausea due to its frame rate

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    You were probably more perceptive than most kids... The Amiga version ran quite good in comparison to the Atari ST. ;)

  • @JamonyorkeRecords
    @JamonyorkeRecords2 жыл бұрын

    This video is amazingly well done! Congrats! BTW I was myself also obsessed with SF2 back in the day. I also started programming my own fighting game for the Amiga, based on SF2 (but with different characters). I was using a 32 color palette and no parallax effects at all, but the refresh rate was 50Hz, the characters were quite big, the scrolling and playability was quite good, and I also had prototyped the 3d-style floor movement (but did not finally integrate it into the game). The game provisional title was "Deadly Punch", and only this year I was able to rescue it from some old floppies.

  • @greedygreggor
    @greedygreggor3 жыл бұрын

    thanks for a great video, brought back memories of playoing SF2 tournaments with my buddys back in the day :) we enjoyed it on the Amiga

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Glad you enjoyed it! Yeah me too. I played it with some friends and we had a lot of laughs playing it trying to win over one another. :) Even if it wasn't perfect... it is the special moments with friends that are important. :)

  • @saulocerqueiradealmeida9700
    @saulocerqueiradealmeida97003 жыл бұрын

    AMAZING! Thank you so much for such a hard work.

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Glad you enjoyed it! I hope we will able to release the whole game one day :D

  • @saulocerqueiradealmeida9700

    @saulocerqueiradealmeida9700

    3 жыл бұрын

    It would be awesome! God bless you.

  • @Moodsteer
    @Moodsteer2 жыл бұрын

    From start to end Great video :)) 👏👏👏

  • @Myako
    @Myako3 жыл бұрын

    This is truly amazing. Congratulations!! 👏🏻👏🏻💪🏻💪🏻

  • @PixelShade

    @PixelShade

    3 жыл бұрын

    Thank you so much!! I don't even want to think about how many hours I spent working on the demo and creating this video! But to be fair, it feels worth it, especially with all the love the Amiga community is keeping on providing!

  • @Gecko1993HogheadIncOfficial
    @Gecko1993HogheadIncOfficial2 жыл бұрын

    I love this video! I love how technical this is. It teaches me more about how video games work! Thank you for showing us how game development works!

  • @PixelShade

    @PixelShade

    2 жыл бұрын

    Glad you enjoyed it! Stick around and I will get around covering even more topics, I do want to cover how 8-bit graphics work as well as doing Pixel art guides with limited color palettes utilizing color theory and such. At least that's some of the topics I would love to cover. :)

  • @Gecko1993HogheadIncOfficial

    @Gecko1993HogheadIncOfficial

    2 жыл бұрын

    @@PixelShade When you get around to talking about limited color palettes (like the NES) do talk about Sprite Layering... you know, games like Mega Man, and dozens of other late-in-the-life NES games who used this method to help squeeze more life out of the NES.

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