28 January 2012, 12:33 | #61 |
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Mr. Nutz's Amiga version was unique, it was the best version all together. The console games were dull and horrible.
It is the only game I'd compare to Sonic any day. |
28 January 2012, 14:29 | #62 |
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Lets not forget that Tearaway Thomas was also a blazingly fast game even on an A500 - although there were no background effects, parallax or multi-layed gizmos to slow that game down. Wiz n' Liz was also blazingly fast on an A1200. But its not the speed that matters - or the (50/60fps) smoothness either! - but the quality of the overall package combined. Sonic has 200% more charm than either Tearaway, Superfrog or QuickSilva, and was smoother, faster and easier than Robocod AGA, Kid Chaos or Zool 2 AGA.
Would it not be any better to just code a Megadrive emulator for the Amiga? Mountains/Mohammed etc. I know this wouldn't be anywhere near as much fun to code - but the final result would also be F-Zero and Mario Cart? |
28 January 2012, 15:55 | #63 | |
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I don't know why people are making so much fuss over how fast a game is, if you can write a scrolling routine scrolling quickly isn't any harder than scrolling slowly, within limits. If you can move things by 1 pixel per frame you can move things by 8 or 16 pixels per frame. Only once you go over 16 pixels per frame does your blitter workload start going up. I'm pretty sure Sonic doesn't ordinarily go over 16 pixels per frame and there's really not all that much going on. |
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28 January 2012, 15:57 | #64 |
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Sorry, if game is fast gameplay is choppy when recording.
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29 January 2012, 01:28 | #65 |
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With scrolling, the blitter doesn't have to copy the whole screen. There's a method of scrolling the screen which is very easy on the blitter (and doesn't do any copying with cpu).
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29 January 2012, 14:40 | #66 | |
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Although my own code uses CPU and blitter in parallel... You only have to draw the area of the screen that's been revealed by the screen offset changing. You maintain a screen slightly wider than the visible area and redraw a strip down the edge when required. Obviously drawing a 32 pixel strip is more work than drawing a 16 pixel strip, but 16 pixels is pretty fast scrolling anyway. |
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30 January 2012, 04:32 | #67 | |
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30 January 2012, 23:20 | #68 |
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31 January 2012, 00:01 | #69 |
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02 February 2012, 07:22 | #70 |
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somebody should do an AGA version that looks like that one !!!
[ Show youtube player ] |
02 February 2012, 07:31 | #71 |
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That MSX version would be very easy to convert to the Amiga as there's no parallax.
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02 February 2012, 11:19 | #72 |
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MAybe we should do this:
[ Show youtube player ] Or this: [ Show youtube player ] |
02 February 2012, 12:35 | #73 |
Just add brown sauce.
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02 February 2012, 13:37 | #74 | |
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I think a native sonic could look very good on OCS, but I don't know who would have the time to do it. |
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02 February 2012, 14:00 | #75 |
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I think MSX2 emulation is really slow on Amiga.
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02 February 2012, 14:11 | #76 |
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02 February 2012, 15:08 | #77 | |
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02 February 2012, 18:15 | #78 |
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Difficult to say, but from memory your average shmup on a lo-res screen moves at around 3 or 4px/frame. I'd imagine something like Superfrog would push 8px/frame and like I said, the SMS version of Sonic is doing 8px/frame.
But of course it depends on the resolution too I guess Load up an emulator that supports single frame skipping (or maybe a max speed in % setting) and you can take a look yourself. You might be surprised how slow it's moving, but the multiple layers of parallax give the impression of speed. I seem to remember Chemical Plant Zone (Act 2) on Sonic 2 on the Megadrive was like that. The first part where you run down that huge ramp and through a ton of loops. The parallax scrolling gives you the impression of massive speed, and then of course Sonic disappearing off the screen makes your brain think the character's going even faster. Cool stuff, is scrolling |
02 February 2012, 22:30 | #79 |
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I always thought that Superfrog was fairly close to Sonic, in terms of speed, scrolling and 'feel', as well as the levels being similar in design. Am I wrong?
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02 February 2012, 23:23 | #80 | |
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