03 May 2019, 05:40 | #21 |
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Only if I had to choose, because of limited coders, artists & musicians.
My main point was that there is more variety of games on the Amiga than Arcade/Console. In other words; Amiga isn't inferior, in my eyes, just because it doesn't port every arcade game perfectly. This thread will 'out run' the other duplicate threads without being any closer to a product. Mostly to discuss whether the Amiga can or cannot do the job. Even though it sounds simple, it's still a tall order. Think of it this way, this is like a "Help Wanted" ad, but nobody answers. The request is very popular, but there just isn't anyone available to take the job. |
03 May 2019, 07:09 | #22 |
J.M.D - Bedroom Musician
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Well understandable considered what is happening for other ports: stellar expectations and a little-asteroid-size-bit of entitlement as much as is needed to drive any good will coderand asset maker loco :/
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03 May 2019, 09:39 | #23 |
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03 May 2019, 21:07 | #24 |
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My standard comment every time someone says Amiga 500 should be able to run a perfect Outrun port is that it took the power of Sega Saturn to reach perfection. (And Saturns actually improves on it with a 50Hz mode (pal), so I guess a straight port should have been possible on the 32X but that one came out almost at the same time so..)
Of course the SEGA nerds are discussing the same thing http://atariage.com/forums/topic/285...on-to-the-32x/ |
04 May 2019, 11:47 | #25 |
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You could not get a PERFECT port but you could get pretty close, about as good as Lotus2.
I'd approach it by rendering the zoomed graphics on boot in to RAM, I'd concentrate on having the first level as close to the arcade as possible then reduce it from there on in. You would not really need a multi-disk game but you could have it pause after say level 2 to do the new zoom rendering. If I was coding it I'd have probably had the car pull over for a 'pitstop' or 'refuel' while that happened. There are a lot of ways you could approach this. With some pauses you could get very close to the MD version which was a decent port. Would need 1MB min though. Certainly the Amiga is capable of a WAY better conversion than it got. Way way way better. But what we got was an ST conversion. |
04 May 2019, 16:17 | #26 |
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Another way to save memory could be to stream assets from the disk, just like SWIV. You could avoid a pause by loading data on a long straight section with reduced objects, and just the the players car. Maybe?
EDIT: Also it really needs to be full screen, or very close. To many Amiga games with small play areas, it would mean reducing colours and cutting corners.. Team 17 seem to be very good at this design method. |
06 May 2019, 06:49 | #27 | |
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Quote:
If SNES/Genesis players were happy to spend their parents' money on ~5MB cartridges then why can't we use the same tech to prove how capable the Amiga truly was. |
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06 May 2019, 07:47 | #28 |
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Prove that the Amiga is capable of using additional memory? I'm pretty sure there's software out there that does that already
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06 May 2019, 08:26 | #29 |
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The suggestion is that would be somehow "cheating" because it's not within "stock" spec. Allowing a cartridge to be used should end that discussion.
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06 May 2019, 08:56 | #30 |
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Games were never released on cartridges for Amiga, so I would consider it as much cheating as utilizing memory expansions. And at least utilizing fast ram wouldn't make the game incompatible with anything else than an A500.
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06 May 2019, 09:56 | #31 |
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How about hdd then? Would the data be read quickly enough as to not have lengthy pauses in-game?
Also, hmmmm, as an engine, to my untrained eyes, Outrun Europa's and Jaguar's seem to be better suited for the task than Lotus' in terms of gfx capabilities. |
06 May 2019, 14:44 | #32 | ||
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Quote:
Quote:
(A500) That's all these discussions are ever about, usually. |
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06 May 2019, 14:49 | #33 |
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My memory is hazy on Outrun, but it didn't have hills like Lotus 2 does did it?
The biggest issue is the branching of the road into different forks that Lotus didn't ever do, so a much bigger road redraw routine for when that happens. |
06 May 2019, 15:09 | #34 |
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Well, maybe it's just me not really understanding the obsession of proving anything, I'd rather just enjoy the Amiga for what it is. But hey, looking forward to your cartridge version of the game, will be interesting to see how it performs
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06 May 2019, 15:26 | #35 |
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I'm rather happy publishers didn't use cartridges on the Amiga.
Sure, you can probably do some nifty things with them (especially if you use the trap door slot on rev 5+ A500's with the 1MB chip ram compatible Agnus). But both the A500's slots are not designed for many insertions/removals of cards. And I'd rather have a functional A500 than a broken one Not to mention it would've meant games would only work on the A500 and not say the A1200 or A3000. |
06 May 2019, 16:08 | #36 |
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Discussing capability is a bit void when cartridges are involved, since many of them included custom accelerator hardware, and thus it is no longer about the capabilities of a certain amiga or console.
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06 May 2019, 17:37 | #37 | |
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Quote:
Would definitely say Outrun Europa engine, since it also has forks; just am not sure how hackable it is |
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07 May 2019, 06:50 | #38 | ||
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Quote:
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Nothing is void if it is just a ROM chip. We're all grateful. These days, though, people are wanting uninhibited re-ported games. Floppy disk just puts the kibosh on a lot of that. |
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07 May 2019, 07:03 | #39 | ||
Re-loading. Please wait.
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Interestingly, I believe I am correct in saying that the inspiration for the original Outrun was actually a roadtrip across Europe, hence the variations in levels, but the easier sell was a trip across the USA, Cannonball style. |
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07 May 2019, 09:55 | #40 | ||
ex. demoscener "Bigmama"
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