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Old 02 July 2016, 22:47   #73
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Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 40
Posts: 2,707
Originally Posted by Zetr0 View Post
a (heavily) optimised 8bit (256 colour screen)
That's what I was going for.

Originally Posted by matthey View Post
Do you know the ex-Amiga guys coders personally or did you contact them about a port to the Amiga and they were sympathetic to the Amiga's demise?
I contacted them on their forum. The Amiga's demise didn't seem to be factor. It's probably because Amigas aren't their target platform.

Originally Posted by matthey View Post
I think this is on topic and gets to the root of everything that is wrong about the Amiga.
Amiga is just old, it's a hardware platform that started in 1985 and ended in the mid 90s, what do you expect?

Originally Posted by matthey View Post
It depends on how the lighting is to be done. The original DM changed the color maps (in the CLUT) to darker versions of the same colors to quickly and efficiently darken the environment. Chunky modes would likely take more processing power to change each pixel, not to mention the higher resolutions. If converting Grimrock games to the Amiga, it would probably be easier to use 32 bit (and maybe 16 bit) chunky like the original but creating a new game with the Grimrock gfx, it may be better to support AGA and 8 bit (CLUT) RTG modes. The minimum specs would require an accelerator, fast memory and AGA or RTG but still be quite reasonable.
If I can be arsed to get off my lazy behind, then it's going to be AGA+Paula+68k, where the object is to get it to run well on a 50mhz 68030 (hopefully less than that) with some fastmem, and get it to run full screen.

It's more about an updated Dungeon Master clone with a better audio visual presentation and a modernized interface, rather than making a Grimrock port. I'm certainly not pre-rendering anything in 32bit/hires, etc.
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