23 April 2018, 06:39 | #481 |
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23 April 2018, 12:23 | #482 | |
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Porting up means you need to add stuff, which means you need someone to create extra graphics and sound, extra levels, you need to design extra effects in. Sure, a crappy port upwards is easy and quick, but I was only talking about good ports. |
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23 April 2018, 12:30 | #483 |
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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 quality, as long as it moved well it would play well. GnG is actually not too bad in terms of having massive amounts of stuff on screen most of the time. The sprites are relatively small for the most part too. I'm sure a better port than we got would be possible. |
23 April 2018, 14:35 | #484 | |
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23 April 2018, 15:46 | #485 | |
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It would be terrible to reduce the screen size on a game like this. |
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23 April 2018, 16:55 | #486 |
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I dont' think so. Look at rygar. With 352x224 you cant' hit 50hz
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23 April 2018, 17:55 | #487 |
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23 April 2018, 18:01 | #488 |
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23 April 2018, 18:24 | #489 |
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Possible maybe with the AGA, but as DanScott says... lots of compromises need to be made.
The blowing tree effect mid level 1 is just one example. |
23 April 2018, 18:25 | #490 | |
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But this sprite can still be used Anyway, losing one sprite's DMA does not mean that you can't scroll a 16 colour background in overscan, and draw plenty of blitter objects |
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23 April 2018, 18:28 | #491 | |
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For instance, the blowing tree effect.. you could have a few different versions of your playfield, and just switch which playfield you will display for each "frame" you want to animate the trees for. When plotting your tile data at the edges, you would need to update the "other" playfields, and use an alternate block set for the animated tree parts. It would take more chip-memory.. but it is definitely possible when you have 2mb chip to play with |
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23 April 2018, 19:01 | #492 | |
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It would be an interesting challenge... but at least a 2 year project for a single home brew coder with a full time job and a family. And for that amount of time i'd rather spend it doing a hotline Miami type game I'd be interested to see the performance gains on AGA vs OCS. Do you still lose DMA when all over 4 bitplanes are enabled? I really am tempted to buy an AGA machine. |
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23 April 2018, 19:25 | #493 |
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ha! me too
AGA has 64bit bitplane and sprite DMA fetch. I've not really looked into is a great deal. A lot of the AGA games that I did see, did not really look any much better than the good OCS/ECS games. But I do think that in the right hands, a lot could be done on the base A1200 However I still believe a great version of G&G is possible on A500 (with some slight compromise) |
23 April 2018, 19:27 | #494 |
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with 352 you lost more that one sprite and doing 16 colors game like GnG would be ugly!
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24 April 2018, 13:01 | #495 |
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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 horizontal scan rate being inflexible.
If you look at the arcade version of GnG I think the collision detection for your weapon is kinda bad, like it uses an 8x8 tile hit box or something. That makes it easier to implement on the Amiga. You could use a sprite for Arthur and dual playfield, with enemies on the foreground playfield for fast blitting and sprite/bitplane collision detection similar to Leander. |
24 April 2018, 15:53 | #496 |
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Would it not of been better for programmers to offer high resolution back drops with lower resolution sprites or visa versa?
Also could it not be possible to present B&W back drops and use colours on graphical characters, rather than entire game? Mixing resolution modes is possible when both are singled out. Backdrop high res, Sprite Character low res, meaning faster movement overall. After all most Amiga backdrops were static anyways without further interaction, with perhaps maybe the exception of door opening, which was added afterwards as an overlay. Didn't they use these tactics on Ultimate Body Blows and Galactic? |
25 April 2018, 10:27 | #497 | |
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The best trade off is lores 16 colours, because it allows the CPU to have the maximum number of memory access cycles and the a good number of colours on screen. Another popular mode is to use sprites for the background, which consume much less DMA slots than bitmaps or dual playfield 8/8 mode. Dual playfield consumes more DMA slots but has some nice advantages like making sprite/playfield collision detection useful and reducing the workload for the blitter. |
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25 April 2018, 11:30 | #498 |
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Far from it.... a decent artist and a well chosen 16 colour palette can look beautiful.
I myself have reduced the blocksets and sprites for a Capcom game down to a fixed 16 colour palette. Sure there have to be some compromises somewhere along the way, but the results were really nice!!! A lot better than the "official" conversion of the game (which was a straight ST to Amiga port) At the end of the day, it's about playability, while still trying to look nice. G&G is definitely possible at 50fps (maybe not 352 wide, but certainly 320 wide... just losing one sprite that can be actually loaded by the copper anyway), with 16 colours, and would still look really gorgeous. |
25 April 2018, 11:30 | #499 | |
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[ Show youtube player ] You can have practically for free (hmm, chip usage ) a full animated background. I ever liked much this Apidya level, is astonish. Anyway it's not the only game using this technique. Back in the days (tm), i've toyed with dual playfiels, lionheart like linescroll, full shaded copper and full screen anim sprite background (3 indipendent and active full screen layer). Well, DMA usage was a bit excessive |
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25 April 2018, 11:38 | #500 |
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But why dont' scale gfx a little bit and having 32 colors and full sprite do to a lot of stuff?
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