Official Thimbleweed Park Forums

Amiga 500/2000 port


#21

Those graphics look like something from the mid-'90s. Not in a bad way, but definitely in the sense that my former Riva TNT2 with iirc a max res of 1920x1200@70ish Hz should be able to handle that just fine.

Going by those specs my laptop would barely be able to handle that game. >_> I mean, it’s not at all a gaming laptop or anything, but a game that looks like that shouldn’t have system requirements that are twice as tough as, I don’t know, Costume Quest.


#22

Just like that won’t happen and it isn’t an interesting project for Lady Gaga but you can still dress up as her and have fun… Terrible Toybox isn’t going to remake TWP for the amiga, C64 or other old systems but you can still play around and try to recreate some parts as fanart and have fun.


#23

Is there a way to extract the Thimbleweed Park graphics and animations so that they are readable in Photoshop?


#24

Yes, there is. But it’s totally unofficial - and maybe illegal. Somebody created a tool for this purpose, but the creators of the game requested him/her not to share it any more. They have encrypted the game’s art works intentionally, of course.
Though I cannot find the discussion about it. It was either in these forums or on the dev blog.


#25

Okay, I’ll respect that. That’s the end of the graphics conversion.


#26

I posted a link to it that was deleted. No PM came along with the deletion so I guess I was just supposed to figure out that it shouldn’t be shared by inference. :stuck_out_tongue:


#27

I just tried the tool once. Just for me.

With Photoshop and in an automated process it would be possible to reduce the graphics to certain colors and palettes. You could make the backgrounds and sprites look like they are calculated on an Amiga, Atari ST or VGA PC. You could make the graphics look like they were calculated in Amiga HAM mode. :wink: That wouldn’t be much work without manual optimization. BUT reducing the resolution, parallax scrolling and removing the effects is a lot of work I think. But as I said, I don’t really have programming skills. I’m just a photographer and I know this and that in Photoshop.

Is it possible to write the recalculated graphics back into a compatible file?

Edit: The conversion to 32 colors is finished. Looks good. :slight_smile: If I could write the converted.png files back into the.ggpack file, I could play Thimbleweed Park with a virtual Amiga on steroids .

The same would be easily possible with the music and audio files. They just need to be reconverted to 8 bit, 22 khz.


#28

That’s the way a quick port might look like, but it’s not the way optimized games do it. It certainly could look much better than this. First of all, there is no “the Amiga palette”.
It’s especially worth pointing out, that Amiga games don’t have to use a single 32-color-palette for the entire screen. It can use multiple palettes throughout the screen to achieve much more colors. The Turrican games are good examples to what can be done with an Amiga 500.
Also multiple resolutions are possible, which is why Lemmings has a much better looking interface on Amiga than on VGA-PCs.


#29

OCS palette = 16³ colors?

[And some wait-skip-move-magic.]

Running Hi-Toro, could be a good point & click adventure.


#30

I’m sure you’re right about that. But the effort would be much greater. I don’t think anyone would do this voluntarily and without getting paid. But if somebody volunteers, I would also be happy about such an Amiga version.

Turrican (especially Turrican 2) was the flagship game on the Amiga and graphically one of the best on the system. The game has used the Amiga like hardly any other game. It was very unusual.

I think that in reality an Amiga Thimbleweed Park would look even less colorful than my conversions of the screenshots and the single game graphics. For each graphic Photoshop created an optimized palette and converted the image on that base. This will probably not be possible in the finished game. Probably there are further restrictions, because different graphics have to share a palette.

I don’t want to stop anyone from creating a good Amiga conversion. Unfortunately I fear that this will be a hell of a lot of work and due to the system limitations (resolution, colors, RAM and disk space) there will be significant losses in the game.

Something great and possibly less work would be: The game automatically downsamples its graphics in real time to Amiga possibilities. This should be possible on modern PCs. A kind of realtime converter/ emulator built into the game. In this way, completely different versions could be calculated in real time without further effort. For example VGA, CGA, EGA, Atari ST, C64 etc.


#31

I guess even the Amiga version of SCUMM never really made much effort to use the Amiga’s capabilities to great effect (with the exception of audio, perhaps). MI1 and MI2 seemed to be the best-looking ports to me (though perhaps only in comparison to the EGA PC versions). Indy4 looked notably worse on the Amiga compared to the VGA PC version (I’m certain with a bit of effort, the difference could have been much smaller).

I’ve never done any (low-level) programming on the Amiga, so I can only guess that the hardware lends itself much better to tile-based, scrolling games with plenty of individual sprites, than to games with large, static backgrounds and potentially multiple foreground layers.