22 January 2021, 11:54 | #481 | |
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22 January 2021, 13:07 | #482 | |
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One additional trick would be to use some form of other pre-encoded compression technique (f.ex. Huffman coding with a static pre-calculated Huffman table and drastically slimmed down headers). In this case the amount of space you'll need in VRAM will be variable but normally much lower. Or if the last digit of the score never changes or only allows a couple of values you might be able to switch to one word per score |
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22 January 2021, 13:15 | #483 | ||
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However as a programmer the whole supporting of accelerators is a royal pain in the arse, it's a real headache because there's a bit of an expectation to support all hardware but it's a hell of a lot of work. While I'll try to get limited testing done with accelerators I will always aim to get stuff working on stock hardware. Quote:
I'll spend limited time doing it for sure... if the CD32 players don't have enough NVRAM space for the hi-score then well so be it. |
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22 January 2021, 13:37 | #484 | |
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The 3do has 32KB built in as standard and people complained about that being far too limited all the time (quite literally the second google hit I found about it talked about it being a pitiful amount). Now, had Commodore provided a memory card slot and memory cards from day one this wouldn't be a problem. But they never did anything of the sort, nor required developers to offer options to store data externally. It's basically a giant mess. Anyway, I was just considering the puzzle for fun |
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22 January 2021, 13:53 | #485 | |
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I cant think of single comparable console that does not allow game saves of decent size, or a way of providing it Every other amiga model provided a way of doing it. So this alone arguably makes the CD32 the worst amiga. |
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22 January 2021, 13:53 | #486 |
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To be fair the Saturn was also bad with only a small amount, I forget how much but some games can take up half although that's rare. The Dreamcast and it's '200 blocks' also rubbish. You could get larger ones but split into banks so you had to flip between them making it a right faff to find your save sometimes.
Larger memory cards like in the PS1 etc were a massive improvement Always like how the Neo Geo arcade cabs had their memory card slot so you could take your save home edit: With the Saturn you could plug in a backup ram cart and transfer the internal memory to it. Some games may have supported saving direct, not sure. |
22 January 2021, 13:59 | #487 |
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As I understand it, the Saturn/3do/PS1/Dreamcast/PS2 all supported external memory cards from day one. Not optimal, but clearly a better solution than a tiny fixed amount.
Edit: didn't see your edit... |
22 January 2021, 15:10 | #488 |
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22 January 2021, 15:28 | #489 |
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22 January 2021, 17:04 | #490 | |
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As for 640 pixel sprite width - if you look at a lot of Megadrive schmups they flash sprites on and off on alternate frames so something is up with the horizontal limit e.g. Musha does this. I guess if you are using a lot of sprites for small objects you are in trouble. Also Rainbow Islands - The megadrive clearly runs out of horizontal sprites while drawing the rainbows.... masive flicker. The Amiga 500(!) can just easily draw them to the background. The CD32 could do a perfect version of Rainbow Islands easy but the Megadrive probably couldn't My negative points (I have lot of positive points too) about Megadrive games is that they lack onscreen colors and the sound is weak (in general) and a lot have that annoying status panel (if the Megadrive has all these sprites - why use that panel? just overlay the score on the screen) Here is some interesting discussion about the realities if using sprites and VRAM on the Megadrive and SNES. Is nowhere near as simple as on the Amiga. There is a lot of decompression of sprites that goes on to to save cart space. http://forums.nesdev.com/viewtopic.php?f=23&t=17601 The point was - that is the Amiga 500 version of Battle Squadron based on 1985 tech. The CD32 one would be twice as good. I read the interview on the Codetapper website and the dude said that Hybris alone has "100s of colours" onscreen on the A500 version Well if you look at my other contributions on the forum you will see me giving praise for new games when I like them. So that's not fair saying I am insulting Amiga developers by praising the CD32. I also bought Reboot R and gave it good praise. So I am supporting the community. I even seriously offered McGeezer £50 to remake Ghouls n Ghosts. But sadly the rest of the CD32 community didn't step in and help. Action not words guys! I feel in the CPS1 thread we established the CD32 could do close versions of CPS1 games (using dual playfield and its big sprites) so I don't think saying it can beat the 16 bit Megadrive is any way controversial. Especially since it could fit the Megadrive Ghouls n Ghosts cart into it's 2Mb memory twice over. No one back in the day made decent CD32 games - even something like Banshee has no music. I was told CD32 can stream in new data maybe 250k+ a second, no one has used that ability. There was no big userbase for them to bother making a huge effort for back then. So the CD32 has a lot of untapped potential. Those rotation effects they used on Brain the Lion - I remember reading took like 6 years after the Amiga came out to figure those out. 32 bit + AGA + CD is all new hardware to find tricks for. Since people are getting upset though I will post less and also write more upbeat posts and make more posts about the positive points of the CD32 instead. EDIT : Hey roondar you remember us discussing the opposite of this (me championing the Megadrive) a long time ago? Funny how things change. I didn't even like CD32 much back then. You guys helped change my mind about it! Here s what the big man has to say about the CD32 and Megadrive Last edited by Gilbert; 22 January 2021 at 19:24. |
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22 January 2021, 17:50 | #491 |
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I don't really like the CD32, or perhaps should I say I have no interest in it, if you like it fine.
But this guys video.....................well what an asshole.....that's all I can really say on the matter. [ Show youtube player ] |
22 January 2021, 18:09 | #492 | |
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glad he didn't slate Bubba n Stix! |
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22 January 2021, 18:19 | #493 |
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@Gilbert
Now sure how that interview is relevant. His job was to praise new C= console, and I guess we can easily find very similar interviews from Sega representatives. What makes me a bitter taste is that we are comparing Sega from 1989 (with CD Rom) to new C= console (CD 32) that should be released in 1993. So, 4 years later.... 4 years in computer life is very long period. No wonder why Playstation destroyed everything on the market, when it was released. Competition was one (computer) century behind. |
22 January 2021, 18:28 | #494 |
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P.S. Long story short: I just can't grasp, how they were not ashamed to compare new console to 4 year old console that was already on the market? It's crazy. This interview proves exactly opposite to what Gilbert want. |
22 January 2021, 18:37 | #495 | ||
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I think the GameSack CD32 episode is more balanced - but again could have done with better games [ Show youtube player ] Quote:
I had an idea about compression. In the future will it possible to use some kind of mathematical formula (or more than one combined with unique sections) to produce the game data from a few initial variables? A bit like how the formula for pi (22/7) produces that long non-repeating number that could fill a whole hard drive. I read a while back that AI coded a version of Pacman after watching the game run many times. AIs can figure out things the human mind can't - like they do already with 'big data'. They could figure out some kind of amazing compression maybe? Would this be possible? (i am being serious but I know this might seem a bit dumb) |
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22 January 2021, 18:37 | #496 | |
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I watched a video just before that on basically the same thing and despite the guy sounding like he had a shoe in his mouth it was much more informative and a lot less childish. Yes it was like he went out of his way to make it look like shit(ter). One thing blew my mind, he didn't know which button was fire. My logic defaults to the red button as fire, he nit picked the life out of the button layout simply for the sake of it. |
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22 January 2021, 19:20 | #497 | |
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22 January 2021, 21:22 | #498 |
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I guess maybe the base size would have to be quite large still - a bit like human DNA information to grow a human or acorn to grow an oak I thought of some cool compression ideas for CD32 Highscore table - store difference between successive scores (in the table) where this saves space (compression routine can decide if this is best way and code for in saved bytes) Football game with lots of editable player names. Store as differences from large list of preset names stored on CD You could have a thousand first names and a thousand surnames (or much less than this might work better) I mean this is not quite right, the way I am stating it - but I think the large CD space can be used to store predefined values that can be used as a base to build decompressed values from |
22 January 2021, 21:38 | #499 | |
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23 January 2021, 05:34 | #500 | |
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Alternatively in the future when we can buy flux capacitors from the shop, we burn rubber up to 88, kidnap some Commodore engineers and have them read this thread from the future. This way i’ll not have to code the Worlds greatest compression routine because commodore could just put an extra 1kb of nvram in their next gen console. |
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