Line of Fire Question
Can someone know how did they were able to do zooming on Amiga?:banghead
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I think it just uses multiple pre-scaled copies of the sprites. The scaling certainly isn't very smooth.
That's how most Amiga games did scaling. |
So isnt' real time?
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The arcade game is real time. Pretty sure amiga is Just pre-scaled images.
Richard Aplin said in a thread here how when he received the arcade board to port the game to the ST and Amiga he just laughed as the arcade board is like ten times more powerful than an Amiga. |
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The board use a 21 millions of colors palette. Source : me, as i own the arcade board ;) |
Pre-scaled sprites were the standard way of doing this sort of thing, e.g. for racing games like Hang On and Outrun.
The Amiga can do some scaling by spamming the scroll register, but it only works on bitmaps and entire scanlines. |
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As in, I don't buy this claim. Other sources says it has 15 bit colors + 1bit shadow/highlight, which would give you almost 100k colors, but nowhere near 21 million |
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I've worked out the graphic format of this sega system, and it uses shit tons of colors. that's also what Richard Aplin has discovered during the conversion. Basically, Line of Fire graphics have been done on a big PC system called The Sega digitizer III. the particularity of this system is that the graphics were made on a custom version of Autocad (the famous graphic drawing tool). shinobi, golden Axe, altered beast, most famous Sega titles on sega system have been drawn on autocad. |
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Wikipedia says the Sega X Board the games is based on has a color palette of 98,304 colors. Same goes for https://segaretro.org/Sega_X_Board So I'm really interested where you get your numbers from, as I'm more inclined to believe the specs I referenced than your random numbers. EDIT: Quote:
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Yep, for that sort of palette to make any sense, it first off needs to be using more than 24 bits per pixel, which even today isn't used on top-end games (Remember that a 32-bit colour mode still only includes 24 bits of color data, which is ~16.8 million colours). So perhaps it's using some sort of hardware offset scheme like HAM on the Amiga, and a non-RGB colour system... But even that wouldn't make any sense - why bother going to such lengths to introduce colours that probably can't be perceived by the naked eye?
I also wonder about the AutoCAD element - it's a hideous tool for drawing computer graphics. Are you sure it wasn't just a part of the processing, for example as part of the digitizer setup, in which case the graphics were drawn on paper and then scanned in to produce a vector version, which could then be scaled to suit different resolutions? |
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those chunky bitmap graphics can be sprites, background or scene parts. the proof : I have extracted most of all shinobi arcade graphic assets. and also some others like Hang-on and Super Hang On. richard himself said this : "The bitmap graphics were grabbed from the arcade PCB video output by Andy Heike and Nick Vincent with the colour frame grabber, and the sprites were read, decoded and converted from the arcade machine's Eproms by me. (Not a bit of bloody help from Sega either!) They were remapped from 21 million to 16 colours by Andy Heike, Nick Vincent, and some students in Manchester. |
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Ok, then show me how the "21 million" colours are defined in those graphics assets. But still, you're not answering where you get that "21 million" figure from. Quote:
This because the only mode able to support the amount of colors is this one. when a game uses 100.000 colors, you must use the 16 millions colors mode at least. |
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Anyway, any of this doesn't explain where you get your random "21 million" colors from. So if you're still going to stick to your claim, it would be easier to take you serious if you back your claim up with some proof (as in technical specifications supporting your claim)? |
Line of Fire Amiga version use prescaled "bob"?
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But I didn't code it, so this is just an educated guess :) |
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You can only access the planar parts with the F4 key. |
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