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Old 12 November 2011, 18:50   #59
Join Date: Jul 2010
Location: Australia
Posts: 475
Originally Posted by Galahad/FLT View Post
Firstly your use of 'megabit' is a misnomer (32megabit= 4megabytes), it was a measurement used by console manufacturers to make out that their games were bigger than they were, plenty of Amiga games were far in excess of that size with ease.

Secondly, 1 meg of memory on the Amiga was pretty much the norm by late 1990 early 1991, the Amiga was still plenty commercially viable at that point.

Team 17 made a point of making nothing but 1meg only games, and plenty of other software companies were doing the same.

Secondly, console game makers would also use depack routines and the like to fit as much as possible onto a smaller cartridge as it could significantly bring the cost of developing on Megadrive and SNES down by requiring a smaller ROM.

And no it doesn't mean its harder to create a bigger and better game if it exceeds the 1Meg of memory..... that is after all what floppy loading routines and disks are for!
Sure, but beyond 1 meg chip +2meg fast (for a random example) for the typical user didnt happen until much later, but which point the amiga was commercially dead.
Also, you cant really compare floppy disks to dedicated ram/rom, clearly having 16/32 mb "on tap" is an advantage vs. floppies. Valuable chipram is freed up when code can reside in other ram for a very simple example, graphics and sound data can be ready be passed to chip, and descompression can be done inside fast ram (along with the code for it).

Obviously its not going make a big difference to how quickly bobs can be thrown around, or influence hardware sprite power and so on, but the cartridge format does hold some advantages to floppy discs, especially with the sort of machines being discussed.
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