Page 14 of 18

Posted: Wed Jun 06, 2007 6:25 pm
by Abyss
I think that what Steve is saying is that you are welcome to draw new sprites if you want to. He is just using the well known KO2 sprites and original graphics because that's what is available.

I guess that in the KO2PC context he can easily antialise them, magnify them or add any post-effects.

Posted: Wed Jun 06, 2007 8:07 pm
by Steve Camber
Abyss wrote:I think that what Steve is saying is that you are welcome to draw new sprites if you want to. He is just using the well known KO2 sprites and original graphics because that's what is available.

I guess that in the KO2PC context he can easily antialise them, magnify them or add any post-effects.

100% what the champ said!!

Posted: Thu Jun 07, 2007 6:05 pm
by filippodb
great! :D

I'm Looking for a great improvement on graphics like it happen on SF2 on XBox!

Image

Posted: Thu Jun 07, 2007 9:35 pm
by TheFoxSoft
filippodb wrote:great! :D

I'm Looking for a great improvement on graphics like it happen on SF2 on XBox!

Image

:shock: :shock:

Posted: Thu Jun 07, 2007 10:16 pm
by Stainy
filippodb wrote:great! :D

I'm Looking for a great improvement on graphics like it happen on SF2 on XBox!

Image



:roll: :roll:

Posted: Thu Jun 07, 2007 10:43 pm
by TheFoxSoft
Stainy i can't count how many times you used this face maybe soon there is an overflow error.

Re: KO2 PC project

Posted: Thu Jun 28, 2007 11:26 pm
by Loul
Steve Camber wrote:Just testing the water here..

I believe we have the technology to run KO2 on a PC and enhance it WAY beyond what can be achieved within the limitations of the amiga.

My vision is to use WinUAE in the background to emulate KO2 (from the point where the players come on to the pitch to the point where they leave). With that running invisibly in the background, our application (which builds upon the winuae source) would set up the game, feed in the input and display the players etc using data extracted from the internal emulation. Gameplay would be identical.

Anyone with a bit of programming knowledge can add to the project, and therefore development would be much faster than we have seen with KO2.

I would not imagine this to ever become a replacement for KO2 on Amiga, but instead be a cool thing for us as a community to develop for fun inbetween tournaments.

Your thoughts please..


My apologies for giving them that late...

I might ask a stupid question (it is actually very probable and I don't know much about the open kick off project), but...
why leave winuae deal with the mechanics of the game ?
is it technically possible to have the "engine" of the game dealt by the PC along the same algorithms ?
I don't think the source code has been made available (nor that it still exist as is and that its right would be abandonned) but can some sort of doable reverse engineering make winuae usage totally useless ?

That would make change easier to do and maybe win some more precious milliseconds for online play (and for dynamic audience watching).

Posted: Mon Jul 23, 2007 10:55 am
by filippodb
any chance to have this running in rome on a projector wide about 5 meters and tall 4 meters.? Image

is it technically possible to have the "engine" of the game dealt by the PC along the same algorithms ?


no, to have the same exact engine u need to emulate it, otherwise a good clone for pc is already in development

Re: KO2 PC project

Posted: Wed Nov 12, 2008 11:19 am
by Tripod
I have decided to bump this topic. Steve might not approve because he's fearing more work ahead of him. But we talked about the KO2PC version in Athens, I had somehow totally missed this thread last year and I'm very impressed, this has great potential. Steve has created a proof of concept version and it's already quite useful - you cannot really play in the new window yet but it can serve as a huge radar and will help me improve my knowledge of tactics even as it is now. I hope after the CV is more or less finished (which it is by now, even though more requests were made at the WC) we can get back to the the KO2 PC project one day.

Re: KO2 PC project

Posted: Tue Feb 10, 2009 9:01 pm
by Vag
If you want to see the potential, Michael from Sydney did it already, with F-Zero for the SNES!
You can read everything about it at his blog here: http://fzerovs.blogspot.com.
The greeks of the forum can also read my post in Retrogamer blog here: http://www.retrogamer.gr/?p=120.
There are already two videos on YouTube, here's one:
http://www.youtube.com/watch?v=hFbEFNdO0HU
Michael wrote a server program that runs on one PC, he modified the emulator and it patches the rom dynamically.
So he combined programming with emulation and rom hacking. This is exactly what KO2 PC project will be.

Re: KO2 PC project

Posted: Wed Jul 15, 2009 6:55 pm
by Steve Camber
Bump!

Re: KO2 PC project

Posted: Fri Aug 07, 2009 11:59 am
by Patgom145
Hi,

I am back on this forum after a "few" years of KO inactivity.
I am very surprised to see that this forum is still alive and that a lot of very interresting projets have been developping (Throw In, KO2CV and this KO2PC)

I am very interrested by this KO2PC project and I really want to help it if possible and if required.

I am not a programmer but I have a very good knowledge of football and all competitions. I have a huge database of real events (national & international) that I could easily implant on this new PC interface.

As for me, here are the most important points that must have this KO2PC :

1) same game play as the debugged KO2
2) online games and competitions (possibility to play in position until 11 human vs. 11 human, hummm)
3) richer list of competitions (national & international) and more realistic approach (real player names, real team strengh,...)
4) foundations for a development of Player Manager 2

I don't know really if this development is still alive but I am available to help.

Please Steve, let us now how you see the next steps of your KO2PC and what you expect of our helps.

pg

Re: KO2 PC project

Posted: Sat Aug 08, 2009 7:54 pm
by Steve Camber
Welcome back!

We need a project manager, to organise people and get the project in motion.