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Old 01 August 2021, 13:41   #1
mcgeezer
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Kung Fu Master Port

I know a while back there was someone doing a port of Kung Fu Master but I would say it's dead given there's been no updates.

A few days ago after a nice break I started working on arranging the graphics for the game and also doing a performance test to make sure the game can be ported to the A500 (0.5chip + 0.5 slow).

I'm pleased to say the game looks very do-able so I'll take it on as it's a nice little project to do. Thomas is a hardware sprite but the flying enemies are constructed from multiple bobs to save on ram and cycles.

[ Show youtube player ]

Geezer

PS - Like Rygar and Bomb Jack in the arcades, this was another favourite of mine that never seen the light of day on the Amiga. The game has a lot of history to it too, from what I've read it is the grandfather of Street Fighter (but I hate Street Fighter).
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Old 01 August 2021, 13:46   #2
manossg
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It would be great having a port of Kung Fu Master for the miggy! I played this a lot bitd on my Amstrad CPC.

Thanks for your efforts, mate!
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Old 01 August 2021, 14:16   #3
jotd
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would be great having a port .... done by Mcgeezer!!!!!
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Old 01 August 2021, 14:18   #4
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Yes!

Lost count on the number of 10 pences I fed into this machine as a kid. It was one of my favourite arcade games.
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Old 01 August 2021, 14:42   #5
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Awesome and thanks.

I never actually see it in arcades, but I played C64 version a lot, and I think that was a pretty good port.
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Old 01 August 2021, 14:44   #6
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Fun game
Looking forward to follow it.
Need beta-tester I'm here.
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Old 01 August 2021, 17:00   #7
Frog
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it's a bit sad to see that after all the work done by seko that his project seems abandonned since few month
the project seemed quite advanced in its realization in view of the last video
[ Show youtube player ]
According to his youtube account, he also seems to be working on the adaptation of the arcade game Robocop
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Old 01 August 2021, 19:47   #8
saimon69
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Seko start a lot of stuff, but i stil need to see fnished any; btw he also was planning the Bruce lee mode for which i did this alternate funky remix:
(in two channels of course)

[ Show youtube player ]
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Old 01 August 2021, 21:08   #9
jotd
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It's fun to start a project but the devil is often in the details. I agree this Seko project is very well advanced. But completing such a project is also a lot of work with the last bugs to iron out, playtesting...

Robocop would probably be even harder to complete.
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Old 01 August 2021, 23:57   #10
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Absolutely, easy to start but finishing is heavy going when all you want to do is try something else. It's especially tricky was all the suggestions keep being popping up.
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Old 02 August 2021, 00:19   #11
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exactly. The conclusion is: don't engage in something too demanding or you won't be able to finish it

(not blaming anyone, I've been there, but now I tend to complete things, at least some of them)

Too bad as KungFu Master isn't as hard as Robocop to complete. Completing KFMaster would even help for the motivation to redo Robocop.
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Old 02 August 2021, 01:22   #12
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Quote:
Originally Posted by d4rk3lf View Post
awesome and thanks.

I never actually see it in arcades, but i played c64 version a lot, and i think that was a pretty good port.
+1
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Old 02 August 2021, 08:19   #13
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Getting the systems in place for not doing one level, but many, is a huge chunk of work that needs getting done when coding a game.
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Old 02 August 2021, 11:13   #14
d4rk3lf
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Quote:
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+1

(we should organize some barbeque soon )
-------------------------

About game creations, and ports.
Fully agreed.

It's probably very interesting when you test some stuff out. Making a playable characters, making nice enemy, making sure you all have smooth going on with BG scrolling.
But when it comes to the part where you need to do all repetitive task for all remaining levels, testing it all the time for bugs and stuff, it becomes quite tedious and boring.

It's actually very similar to my regular work, and probably many other jobs as well. If I need to create some magic effects. It's very interesting to me, when I am doing initial simulation, and how the magic is going to move , and swirl around, and spawning other swirling particles and stuff.
But then, if I need to match it up to some recorded shot, then it becomes tedious with all the tracking, roto, cleaning stuff, maching lighing.. etc.

So, I understand (Amiga) coders completely, when they refuse to do some port, or give up, after a while.
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Old 02 August 2021, 11:21   #15
Frog
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Quote:
Originally Posted by jotd View Post
exactly. The conclusion is: don't engage in something too demanding or you won't be able to finish it

(not blaming anyone, I've been there, but now I tend to complete things, at least some of them)

Too bad as KungFu Master isn't as hard as Robocop to complete. Completing KFMaster would even help for the motivation to redo Robocop.
i'm agree with your words.

Sometimes leaving a project aside to go to another job can be challenging.
If Robocop is more difficult to adapt, the return to Kung Fu master should prove simpler and why not, come back with new ideas to finalize it.
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Old 02 August 2021, 12:10   #16
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This is such a fun game on C64, nes and arcade.. really looking forward to trying this out on Amiga!
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Old 02 August 2021, 12:12   #17
mcgeezer
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I've attached the sprite sheet for Kung Fu Master.

As I'm targeting an A500 with half meg upgrade the memory requirements are very tight, it might not seem it but believe me they are. When making a game performance and memory requirements are the first things that need to be considered.

You might notice the sprite sheet looks a little odd. That's because for the enemies in the game I have to construct them from multiple blits, shifting the bobs on 4 pixel vertical boundaries into place where needed. To construct one enemy frame might take up to 5 separate interleaved blits, but that enemy frame might be 48x70 in size yet the blitting required is only a fraction of that.

So consider the boring work that it takes to construct such a sprite sheet, let alone the tables I'm going to have to make to reconstruct all of the frames.

Boring work? Yes..
Challenging for an A500? Definietely.

Geezer
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Old 02 August 2021, 12:14   #18
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Old 02 August 2021, 13:40   #19
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Quote:
Originally Posted by mcgeezer View Post
Challenging for an A500? Definietely.

Geezer

I'm confident you will make a pro conversion!
I was impressed by this speccy conversion (50fps!)
[ Show youtube player ]
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Old 02 August 2021, 14:39   #20
gimbal
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Quote:
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I've attached the sprite sheet for Kung Fu Master.
Man, that's efficient use of space!
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