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Forum: Coders. General 09 July 2018, 17:07
Replies: 584
Views: 41,846
Posted By zero
Like what? I suppose you could have some...

Like what?

I suppose you could have some kind of 3D processor like the SuperFX or the SEGA one, that rendered to its own buffer and then copied to the main system RAM for display.

It would be...
Forum: Coders. General 09 July 2018, 09:53
Replies: 584
Views: 41,846
Posted By zero
I wonder if you could attach anything useful to...

I wonder if you could attach anything useful to the Zorro bus on an A500?

Some kind of co-processor or graphic processor... But I'm not sure what you could do with them.
Forum: Coders. General 22 June 2018, 12:43
Replies: 40
Views: 1,479
Posted By zero
The movement is clearly not linear. Go watch a...

The movement is clearly not linear. Go watch a YouTube video of the AMiga version, it clearly uses a limited number of scaled images.
Forum: Coders. General 21 June 2018, 09:58
Replies: 40
Views: 1,479
Posted By zero
Pre-scaled sprites were the standard way of doing...

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...
Forum: Coders. General 20 June 2018, 12:48
Replies: 40
Views: 1,479
Posted By zero
I think it just uses multiple pre-scaled copies...

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.
Forum: Coders. General 27 April 2018, 13:43
Replies: 584
Views: 41,846
Posted By zero
Good point about the colour palette stuff. That's...

Good point about the colour palette stuff. That's the kind of thing that a carefully designed Amiga game could make use of, but which is harder to arrange for an arcade port. Especially with dual...
Forum: Coders. General 27 April 2018, 12:22
Replies: 584
Views: 41,846
Posted By zero
Leander is pixel perfect using sprite/playfield...

Leander is pixel perfect using sprite/playfield detection.

https://youtu.be/zkZhTt3KSjI

As I said about GnG, the player probably won't be too upset if the collision detection on power-ups isn't...
Forum: Coders. General 26 April 2018, 16:43
Replies: 584
Views: 41,846
Posted By zero
Leander, for example. I have a feeling Agony did...

Leander, for example. I have a feeling Agony did it as well, but I'm not sure.



Think about a game like GnG or Leander. It doesn't matter what you hit, you take the same amount of damage...
Forum: Coders. General 26 April 2018, 12:05
Replies: 584
Views: 41,846
Posted By zero
You get pixel perfect collision detection for...

You get pixel perfect collision detection for free. How is that "useless"?

Quite a few games use that technique to avoid having to check collisions with every object on the screen every frame.
Forum: Coders. General 25 April 2018, 15:47
Replies: 584
Views: 41,846
Posted By zero
It would be even better if you could reduce the...

It would be even better if you could reduce the backgrounds to 8 colours and the enemies to a different 8 colours, for dual-playfield mode. Then you have sprites with their own palette on top of...
Forum: Coders. General 25 April 2018, 10:27
Replies: 584
Views: 41,846
Posted By zero
The main issue is memory bandwidth. If you use...

The main issue is memory bandwidth. If you use high resolution modes the display DMA needs more slots, and the CPU slows down. AGA is a little better but on OCS the effect is pretty bad.

The best...
Forum: Coders. General 24 April 2018, 13:01
Replies: 584
Views: 41,846
Posted By zero
320 pixels wide is pretty standard for games, 352...

320 pixels wide is pretty standard for games, 352 is overscanned the way most people have their computers set up. It's all driven by Workbench being 640 pixels wide by default and the Amiga...
Forum: Coders. General 23 April 2018, 12:30
Replies: 584
Views: 41,846
Posted By zero
The main thing with a GnG port would be to get it...

The main thing with a GnG port would be to get it moving at 50 fps. That game has a lot of very precise timing and movement required, like when the devils attack you.

Even with reduced graphic...
Forum: Coders. General 23 April 2018, 12:23
Replies: 584
Views: 41,846
Posted By zero
You cut out stuff until it works. That's close to...

You cut out stuff until it works. That's close to the best that the system can manage.

Porting up means you need to add stuff, which means you need someone to create extra graphics and sound,...
Forum: Coders. General 20 April 2018, 12:53
Replies: 584
Views: 41,846
Posted By zero
Doing a crap port it is easier to port upwards...

Doing a crap port it is easier to port upwards (ST to Amiga).

Doing a good port it is easier to port downwards. The Amiga hardware is more complex and needs more tricks to get good performance out...
Forum: Coders. General 19 April 2018, 12:59
Replies: 584
Views: 41,846
Posted By zero
This statement from the interview sums it up...

This statement from the interview sums it up perfectly:



If you develop the game for the Amiga hardware first (not a port) you can make much much better use of the available resources. Make the...
Forum: Coders. General 17 April 2018, 12:26
Replies: 584
Views: 41,846
Posted By zero
Does anyone watch GameHut on YouTube? The...

Does anyone watch GameHut on YouTube?

The guy used to work at Traveller's Tales, responsible for Leander among other things. A lot of the stuff he covers is pretty basic, but he does explain it...
Forum: Coders. General 09 April 2018, 11:56
Replies: 584
Views: 41,846
Posted By zero
Hindsight... Back then the system was incredibly...

Hindsight... Back then the system was incredibly powerful, at a time when 8 bit machines with tile based displays and a few sprites if you were lucky were the norm. Even machines with bitmap displays...
Forum: Coders. General 05 April 2018, 11:47
Replies: 584
Views: 41,846
Posted By zero
Galahad is right, the gulf between games designed...

Galahad is right, the gulf between games designed for the Amiga and those that are ports is huge.

Having said that, not all ports are terrible. Midnight Resistance was a pretty good arcade port....
Forum: Coders. General 04 April 2018, 14:56
Replies: 584
Views: 41,846
Posted By zero
I think because it was harder to get games back...

I think because it was harder to get games back then we were more willing to put effort into enjoying them. Once you can download every game ever you have little tolerance for crap and just move on,...
Forum: Coders. General 03 April 2018, 12:30
Replies: 584
Views: 41,846
Posted By zero
True, they could... But they didn't. I...

True, they could... But they didn't.

I actually really like that game for some reason, probably nostalgia.
Forum: support.Apps 03 April 2018, 12:26
Replies: 6
Views: 394
Posted By zero
That's an interesting idea... I think MagicTV is...

That's an interesting idea... I think MagicTV is limited to 16 colours, which would be necessary if it was using the copper because you can't change colours faster than that per scanline, even on AGA.
Forum: support.Apps 28 March 2018, 14:23
Replies: 6
Views: 394
Posted By zero
Yeah, I figured it was something like that. But...

Yeah, I figured it was something like that. But how do they work on the Amiga?

How do they modify the displayed bitmap without breaking apps, for example. If an app opens a screen it uses that...
Forum: support.Apps 28 March 2018, 11:15
Replies: 6
Views: 394
Posted By zero
How so software flicker fixers like MagicTV work?

How so software flicker fixers like MagicTV work? They reduce flicker by some software only means in interlace modes.

I guess they alter the displayed bitmap somehow, but as I recall it wasn't...
Forum: Coders. General 27 March 2018, 12:30
Replies: 584
Views: 41,846
Posted By zero
Conversions in general were an issue for the...

Conversions in general were an issue for the Amiga, because the hardware wasn't suited to some things but did others very well. Games designed for the Amiga took advantage of its strengths, but ports...
Forum: Coders. Asm / Hardware 25 January 2018, 17:01
Replies: 135
Views: 11,621
Posted By zero
Can't you? Doing it a blitplane at a time with...

Can't you? Doing it a blitplane at a time with the CPU... Especially on the A1200 where the 020 makes longer shifts take as many cycles as single bit ones.

If you want to port Wolfenstien then...
Forum: Coders. Asm / Hardware 24 January 2018, 11:23
Replies: 135
Views: 11,621
Posted By zero
I was wondering if you could use fake scaling,...

I was wondering if you could use fake scaling, like the scroll register hack method for horizontal scaling but with the CPU.

Rather than doing precise scaling you can just scale every N pixels,...
Forum: Coders. General 23 January 2018, 12:21
Replies: 181
Views: 15,103
Posted By zero
Yeah, good luck with that. Are there any...

Yeah, good luck with that.

Are there any action games on the Amiga running in 256 colours at 25 FPS or more?
Forum: Coders. General 01 December 2017, 09:43
Replies: 584
Views: 41,846
Posted By zero
I don't know, I never played Mr. Nutz :-)

I don't know, I never played Mr. Nutz :-)
Forum: Coders. General 30 November 2017, 10:03
Replies: 584
Views: 41,846
Posted By zero
Some info here:...

Some info here: http://www.extentofthejam.com/pseudo/

Basically you can pre-render the road graphics, the kind of triangle thing you see on that site. Then for every scanline of the screen you can...
Forum: Coders. General 29 November 2017, 17:29
Replies: 584
Views: 41,846
Posted By zero
Ah, it was Arte: ...

Ah, it was Arte:

https://www.youtube.com/watch?v=vFh07lXfxTY
Forum: Coders. General 29 November 2017, 17:29
Replies: 584
Views: 41,846
Posted By zero
I've been looking for a demo where they had a...

I've been looking for a demo where they had a road effect running in 1 frame (50 fps). I can't remember its name now, just the road effect using a copperlist to select pre-rendered road bitmaps.
...
Forum: Coders. General 28 November 2017, 11:14
Replies: 584
Views: 41,846
Posted By zero
Carts are good if the system is designed for...

Carts are good if the system is designed for them, but the Amiga designers decided to have a lot of RAM instead.

At that time most games oriented machines had very little RAM but made up for it...
Forum: Coders. General 27 November 2017, 09:36
Replies: 584
Views: 41,846
Posted By zero
It's only an issue in arcade ports where you have...

It's only an issue in arcade ports where you have a massive ROM, but in that sense it's no different than when you would have had to design for floppy disk and 512k/1 meg back in the day because...
Forum: Coders. General 24 November 2017, 12:21
Replies: 584
Views: 41,846
Posted By zero
Can't have more chip RAM. The custom chips just...

Can't have more chip RAM. The custom chips just can't address it. Expansion port RAM isn't very fast.
Forum: Coders. General 16 November 2017, 17:02
Replies: 181
Views: 15,103
Posted By zero
How are you going to scroll a 352 pixel wide...

How are you going to scroll a 352 pixel wide bitmap? You need one that is at least twice as wide as the display area to low overhead scrolling.
Forum: Coders. General 14 November 2017, 12:31
Replies: 181
Views: 15,103
Posted By zero
I think the CPC just didn't sell enough units to...

I think the CPC just didn't sell enough units to get the attention it needed to really shine. If you compare it to how much effort went into the C64 and how far games on that system came during it's...
Forum: Coders. General 13 November 2017, 09:51
Replies: 181
Views: 15,103
Posted By zero
Coders like arcade ports because they get all the...

Coders like arcade ports because they get all the graphics and sound and gameplay made for them, and are notoriously talentless with DPaint :-)

There are lots of older arcade games that could get...
Forum: Coders. General 30 October 2017, 10:01
Replies: 584
Views: 41,846
Posted By zero
You would rather have the HUD in the right place...

You would rather have the HUD in the right place than more on-screen objects, because somehow that's closer to the arcade visuals in your mind?
Forum: Coders. General 27 October 2017, 10:50
Replies: 584
Views: 41,846
Posted By zero
Just move the HUD off the main play area.

Just move the HUD off the main play area.
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