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/  Forum Index
   /  Amiga Gaming
      /  Why can't we hack / improve Amiga Street Fighter II?
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BigD 
Why can't we hack / improve Amiga Street Fighter II?
Posted on 30-Jul-2020 23:25:43
#1 ]
Elite Member
Joined: 11-Aug-2005
Posts: 5421
From: UK

We have two versions of SF2 on the Amiga that have things going for them:

1) Super Street Fighter II: The New Challengers AGA - The best playability

2) Super Streetfighter II Turbo CD32 - the best sound and graphics

Can't these two version be hacked together to create something decent?

A lone MegaDrive coder has achieved something beautiful recently on that platform!

Street Fighter II Champion Edition Remastered on the MegaDrive

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pavlor 
Re: Why can't we hack / improve Amiga Street Fighter II?
Posted on 31-Jul-2020 14:45:22
#2 ]
Elite Member
Joined: 10-Jul-2005
Posts: 9130
From: Unknown

@BigD

Well, with powerful enough "Amiga" you can emulate arcade versions in MAME. But that certainly is not what you had in mind.

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K-L 
Re: Why can't we hack / improve Amiga Street Fighter II?
Posted on 1-Aug-2020 6:33:32
#3 ]
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Joined: 3-Mar-2006
Posts: 1384
From: Oullins, France

@BigD

Super Street Fighter II: The New Challengers AGA was already enhanced (thanks to WHDLoad).

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khayoz 
Re: Why can't we hack / improve Amiga Street Fighter II?
Posted on 1-Aug-2020 6:52:20
#4 ]
Regular Member
Joined: 26-Dec-2004
Posts: 179
From: Stockholm, Sweden

@BigD

Try asking Galahad over at EAB very nicely.

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MEGA_RJ_MICAL 
Re: Why can't we hack / improve Amiga Street Fighter II?
Posted on 1-Aug-2020 8:54:14
#5 ]
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Joined: 13-Dec-2019
Posts: 377
From: AMIGAWORLD.NET WAS ORIGINALLY FOUNDED BY DAVID DOYLE

@BigD

Quote:

BigD wrote:
We have two versions of SF2 on the Amiga that have things going for them:

1) Super Street Fighter II: The New Challengers AGA - The best playability

2) Super Streetfighter II Turbo CD32 - the best sound and graphics

Can't these two version be hacked together to create something decent?


Friend BigD I am always thinking of a similar idea. Always.

1) Lotus Esprite Turbo Challenge II - The best screeching tires fx

2) Eye of the Beholder II - The best stones thrown on pressure plates to keep gates open

Can't these two games be hacked together to create something memorable?

Who wouldn't, I ask myself out loud chasing shadows in the endless night of my mansion, want to see a Mindflayer drive a sportscar, or crash through the corridors of Temple Darkmoon pedal to the metal?

Sincerely Yours,
MRJM

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Hammer 
Re: Why can't we hack / improve Amiga Street Fighter II?
Posted on 2-Aug-2020 2:38:28
#6 ]
Elite Member
Joined: 9-Mar-2003
Posts: 4095
From: Australia

@BigD

https://www.youtube.com/watch?v=Y4khkkLpwI0
Street Fighter II Tech Demo written in Blitz BASIC for Amiga 1200 computers.


Might as well redo Street Fighter II for Elf Mania/Shadow Fighter level graphics quality.

Last edited by Hammer on 02-Aug-2020 at 02:41 AM.

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NutsAboutAmiga 
Re: Why can't we hack / improve Amiga Street Fighter II?
Posted on 2-Aug-2020 8:47:27
#7 ]
Elite Member
Joined: 9-Jun-2004
Posts: 11491
From: Norway

@Hammer

The main issue besides the lack of playability is the lack of frames in the animations.

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NutsAboutAmiga 
Re: Why can't we hack / improve Amiga Street Fighter II?
Posted on 2-Aug-2020 8:49:09
#8 ]
Elite Member
Joined: 9-Jun-2004
Posts: 11491
From: Norway

@BigD

If we ignore the copyrights for the arts and graphics for a while.

Im sure this can be interesting coding challenge for someone.

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OneTimer1 
Re: Why can't we hack / improve Amiga Street Fighter II?
Posted on 2-Aug-2020 15:24:19
#9 ]
Cult Member
Joined: 3-Aug-2015
Posts: 609
From: Unknown

@BigD

Your question: "Why can't we hack"


My answer: "Maybe a lack of knowledge"

Last edited by OneTimer1 on 02-Aug-2020 at 03:24 PM.

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fishy_fis 
Re: Why can't we hack / improve Amiga Street Fighter II?
Posted on 4-Aug-2020 10:12:42
#10 ]
Super Member
Joined: 29-Mar-2004
Posts: 1912
From: Australia

The recent Megadrive hack already had a great foundation from which to work on.
Although decent work, it's little more than a sound and graphics hack.

Completely different kettle of fish to merging 2 entirely different codebases.

Size of characters and speed penalties that imposes, along with increased color palette (ditto), RAM requirements and so on are huge considerations.

Would be easier to disassemble the actual Megadrive version and reassemble it with new graphics, sound and i/o code.

I have no doubt the Amiga could do something more accurate than what it has already, but to use the sound and graphics hack as a source of comparison is more than a little naive.

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pixie 
Re: Why can't we hack / improve Amiga Street Fighter II?
Posted on 4-Aug-2020 10:48:40
#11 ]
Elite Member
Joined: 10-Mar-2003
Posts: 2668
From: Figueira da Foz - Portugal

@BigD

You might find this interview interesting then

Last edited by pixie on 04-Aug-2020 at 10:48 AM.

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BigD 
Re: Why can't we hack / improve Amiga Street Fighter II?
Posted on 4-Aug-2020 11:54:52
#12 ]
Elite Member
Joined: 11-Aug-2005
Posts: 5421
From: UK

@fishy_fis

Quote:
but to use the sound and graphics hack as a source of comparison is more than a little naive.


We have the sprites / backgrounds from the CD32 version and the gameplay / logic from the AGA disk version. Yes, it is a coding endeavour and the source code may not be available but less audio / graphics work is needed compared to the MegaDrive remaster and it's more about using the Richard Hazlewood, Shane Clark code to drive the SSF2T graphics and sound (with more frames of animation added). If you had the source code that sounds easier as you have all the resources already available to be recompiled and optimized! Prehaps I'm naive and prehaps the Blitz Basic 2 tech demo is an easier starting point for using the SSF2T assets?

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BigD 
Re: Why can't we hack / improve Amiga Street Fighter II?
Posted on 4-Aug-2020 13:34:30
#13 ]
Elite Member
Joined: 11-Aug-2005
Posts: 5421
From: UK

@pixie

Quote:
You might find this interview interesting then


Yes, very interesting especially the subtle use of the Copper to boost colours on OCS. Also, it shows how the parallax scrolling capabilities of the Amiga were criminally ignored on the Final Fight port in particular.

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pixie 
Re: Why can't we hack / improve Amiga Street Fighter II?
Posted on 4-Aug-2020 15:05:56
#14 ]
Elite Member
Joined: 10-Mar-2003
Posts: 2668
From: Figueira da Foz - Portugal

@BigD

Afterwards I went on see an interview with richard, the guy who done Final Fight, he's still quite fond of amiga.

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BigD 
Re: Why can't we hack / improve Amiga Street Fighter II?
Posted on 15-Aug-2020 12:17:19
#15 ]
Elite Member
Joined: 11-Aug-2005
Posts: 5421
From: UK

@pixie

Yeah, the Metro Siege developer spoke about Richard Aplin's Final Fight endeavours and summarised that he did a miraculous job considering he was pretty much on his own, extracted the sprites from the arcade roms himself with no guidance and was only given 6 months to finish the job. US Gold did not commission ANY music which is criminal and he personally never really saw the charm of the game thinking it was a repetitive brawler hence he was not the best person to see what made the game special. He has my respect and sympathies especially as he had to make it work with only 512KB machines!!!

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pixie 
Re: Why can't we hack / improve Amiga Street Fighter II?
Posted on 17-Aug-2020 7:27:05
#16 ]
Elite Member
Joined: 10-Mar-2003
Posts: 2668
From: Figueira da Foz - Portugal

@BigD

I wonder what a bit more love toward amiga ports could've done to the platform. Back in the days I thought it was mainly due to Amiga limitations, but nowadays I don't know, it feels it was a missed opportunity, pretty much like everything else... :(

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Hammer 
Re: Why can't we hack / improve Amiga Street Fighter II?
Posted on 24-Aug-2020 14:20:53
#17 ]
Elite Member
Joined: 9-Mar-2003
Posts: 4095
From: Australia

@pixie

Quote:

pixie wrote:
@BigD

You might find this interview interesting then

It's a nice game on the Amiga 500 1MB. It's like CPS1/CPS2 (Capcom System 1 and 2) quality.

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Hammer 
Re: Why can't we hack / improve Amiga Street Fighter II?
Posted on 24-Aug-2020 14:31:54
#18 ]
Elite Member
Joined: 9-Mar-2003
Posts: 4095
From: Australia

@NutsAboutAmiga

Quote:

NutsAboutAmiga wrote:
@Hammer

The main issue besides the lack of playability is the lack of frames in the animations.

Capcom System 2 ROM's graphics content can be ripped out, but for copyright reasons, original pixel art with a similar graphics style would be better when moving the project forward.

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