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#61 |
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Yeah, overscan on the Amiga is a bit of a mixed bag - you get a nice big screen, but you lose sprites and a bunch of Blitter (and usually CPU) cycles.
The Amiga may have been a tad too flexible for it's own good here - it allows so many different screen sizes and that complicates stuff. |
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#62 |
Lemon. / Core Design
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Slightly off-topic, but I really dislike that the background layer shows through the status bar on Flink!
As for screen widths, many coin-ops were running at 256x224 back in the late 80's, but these were stretched to the full display width (unlike the Amiga that has to settle for a lot of border when displaying a 256 wide screen). I believe the SNES also had 256 wide mode (and the Megadrive too??) Last edited by DanScott; 29 December 2020 at 14:04. |
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#63 |
pixels
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Instant thread follow
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#64 |
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#65 |
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#66 |
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I haven't looked into it but is Flink perhaps running in 2 frames simply because it couldn't do 1 frame constantly? Maybe in places where there are less sprites etc it would be possible to have it smoother. But the game isn't designed with AGA's limitations in mind.
I agree the background showing at the top without the foreground is quite jarring. And the small and smaller viewport options. |
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#67 |
Dream Merchant
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#68 |
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#69 |
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you find it how the Putty Squad game for an AGA game ?
[ Show youtube player ] |
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#70 | |
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Quote:
For me, aladdin and flink, seem to be originally developed for the classic amiga first, and have been quickly ported to AGA . Last edited by touko; 09 January 2021 at 13:34. |
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#71 |
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i find it ok, colorful, very clean, and it does use indeed a good size of the screen
prolly nothing special, squeezing AGA talking btw surely better than Oscar, Troll, and Zool AGA, too much things on screen, a mess for the eyes ![]() oh, i did'nt know the coder of Putty Squad AGA is John Twiddy, the same of Aladdin Last edited by kremiso; 09 January 2021 at 19:25. |
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#72 |
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Putty Squad and Aladdin seems to use the same engine that Global Gladiators and Cool Spot, also coded by John Twiddy. AGA seems only used to add extra colors.
AGA also had quarter pixel scrolling, being able to scroll a low res screen with super hi res coordinate, making scrolling smoother. I doubt this was much used back in the day (Marvin's Marvellous Adventure use that features I think) Last edited by sokolovic; 13 January 2021 at 11:01. |
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#73 | |
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Quote:
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#74 |
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The ability to mix sprite/scrolling resolutions is one of AGA's most interesting features. I wonder how many games actually used it?
I could see games where the main character is in hires mode with sprites to get it to look nicer for instance. |
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#75 |
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@sokolovic
That's exactly right, I recall an article at Amiga Format(?) which stated that Aladdin used an updated version of the (horrible) Cool Spot engine. |
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#76 |
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@roondar
Super Stardust has the ship in hires and in general makes good use of the hardware. Also the CD32 version is one of the more polished releases for the console. |
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#77 |
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But isn't Super Stardust just a highly-polished version of Asteroids? There wasn't much originality there.
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#78 | |
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Quote:
Nex Machina and Robotron being my all time favourite games of all time, they are simply sublime in every sense. |
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#79 | ||
Zone Friend
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Quote:
Quote:
In a point in click adventure like DOTT , Sam and Max or an action game? |
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#80 | |
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Join Date: Dec 2020
Location: Italy
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Quote:
do you think it is the better result obtained in AGA chipset squeezing, until now? i mean crude technically talking, setting aside originality and origins (Asteroids)? |
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