Final Fight CPC (VERY early demo video)

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Kitsune Mifune
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Joined: Tue Oct 22, 2019 6:46 am
Location: Glasgow
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Final Fight CPC (VERY early demo video)

Post by Kitsune Mifune » Mon Nov 04, 2019 1:21 pm

There's really not much to see, and it's incredibly messy (and wasteful of memory), but I thought I'd better post something at least. I've added some annotations to the video to very basically summarise what's going on (or still to be implemented) in the code.

I realise things are going to get a LOT slower later down the line, but I'm prepared for that.

Anyway, cheers! :)

Extra info:
- Uses cursor keys and "A" - Spin move", "S" - Punch", and "D" - Jumpkick, for the moves.
- Attack moves take priority over walking movement when pushed.
- A "Disable Keypress" function is implemented to let attack animations run their course before a key press is read again.
- Screens have their own palettes which is read via comparisons from a function ( I think it's sort of a look up table, but probably not).
- No screen boundaries set just yet, but I think I know how to do that.
- No X-Flipping/Sprite mirroring implemented yet.

Programming: 90% failures, 10% victories, and 100% hair loss!

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akuyou
Posts: 299
Joined: Mon Apr 22, 2019 3:19 am

Re: Final Fight CPC (VERY early demo video)

Post by akuyou » Mon Nov 04, 2019 9:08 pm

That looks great! The animation is fantastic, and the sprites don't look like they've suffered from recoloring/resizing.

Things will certainly get slower when you add backgrounds and other sprites, music etc, but they'll also get faster as you learn better ways to code things - so I wouldn't worry at this stage.

Great work, keep it up! I look forward to seeing it progress
Chibi Akuma(s) Comedy-Horror 8-bit Bullet Hell shooter! // 「チビ悪魔」可笑しいゴシックSTG ! // Work in Progress: ChibiAliens

Interested in CPU's :Z80,6502,68000,6809,ARM,8086,RISC-V
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Kitsune Mifune
Posts: 22
Joined: Tue Oct 22, 2019 6:46 am
Location: Glasgow
Contact:

Re: Final Fight CPC (VERY early demo video)

Post by Kitsune Mifune » Tue Nov 05, 2019 8:42 am

Thanks Keith!

The sprites were done by hand, and I just used screen grabs of the old messy Amstrad sprites for a size and palette reference. I tried resizing the arcade sprites but I didn't like the results when I adapted them to a Mode 0 look. Took me ages though, and I should have maybe just use a sprite sheet from the SNES as they're comparable in size, but I'll probably do that for the enemies.

The animation is actually running a bit fast at the moment to what I'd like, but that'll give me a margin for boosting speed later on when all the other stuff is happening. Also, I've still to do things like split the walk sprite into upper and lower halves to save memory (plus get rid of the firmware calls which I'm sure will be slowing things up).

Anyway, cheers for the feedback!
Programming: 90% failures, 10% victories, and 100% hair loss!

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