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Old 08 December 2005, 18:17   #1
dlfrsilver
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Monkey island 2 amiga

Hello,

I opened this thread to talk about MI2 on amiga, my question is quite simple, would an atari ST/STE would have been able to handle a game like this ? please JOTD, CFOU!, Codetapper, can you bring an answer to this ?
The game is using a mix of C/hardware intuition mix right ?

What can you say about this ? thank you ^^
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Old 08 December 2005, 19:15   #2
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apart from the graphics limitations in terms of colour on the ST(not STE) and cheap ST sound rendering, it would have been possible.

maybe the main constraint would have been the same as for the amiga, ie the 11 disks. it could be the fact that fewer ST owners had an HD that pushed Lucasarts not to release an ST version.

DO NOT FORGET THAT ST WAS ALMOST DEAD BACK IN THAT TIME (TURNING POINT BETWEEN ST&AMIGA WAS 88 I GUESS) ..JUST WANT TO POINT OUT ONCE AGAIN THIS GREAT WAR BETWEEN ST AND AMIGA OWNERS BACK THEN!!!
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Old 08 December 2005, 19:23   #3
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it's funny because i just read an old review in a french mag (gen4) about monkey 2 explaining that for the first time, lucasarts had been drawing backgrounds on paper and then scanned them. VGA scans were great, i guess amiga scans were considered good thanks to the 64 half brite palette, but ST rendering in 16 colours would have been really poor...
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Old 08 December 2005, 21:37   #4
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ST disks were limited to 720K, weren't they? Or was that just the MS-DOS formatted disks? That'd put Monkey 2 at 14 disks.
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Old 08 December 2005, 22:39   #5
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although if the gfx were only 16 cols wouldn't that reduce the amount of space required on disk?
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Old 08 December 2005, 23:59   #6
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yes you are right, but monkey 2 has rich graphics, which will lose any interest in 16 colours, or they have to be redrawn...
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Old 09 December 2005, 10:13   #7
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Quote:
Originally Posted by pbareges
it's funny because i just read an old review in a french mag (gen4) about monkey 2 explaining that for the first time, lucasarts had been drawing backgrounds on paper and then scanned them. VGA scans were great, i guess amiga scans were considered good thanks to the 64 half brite palette, but ST rendering in 16 colours would have been really poor...
The ST version of Monkey Island 1 was one of the few games that also ran in high-resolution mode - 2 colours!!!
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Old 10 December 2005, 13:09   #8
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I did not know It supported black&white highres on ST... seems interesting i must check it out, could not find any screenshots on the web showing Monkey in this highres mode.

And as said earlier in this thread Monkey 2 should be possible on ST but if using the same graphics source (scanned drawings) it will probably not look so good... it will need to be redrawn in let's say Monkey 1 style, wich i don't mind as it looks good.
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Old 25 December 2005, 16:30   #9
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Quote:
Originally Posted by Kada
This is interresting, because there were some issues with Indiana Jones & The Fate of Atlantis on Amiga, where it didn't work so well. Does anyone remember the scene with the knife thrower guy, in that desert/arabia type of town? It could take 4-5 minutes just to walk across the screen. The game was literally going in slowmotion. I am still amazed how bad this game was ported to Amiga, when compared to the PC original. Not to mention all the later Sierra games that were ported for Amiga. They were in NO way more technically advanced than those from Lucasarts, yet they were playing in slowmotion unless you had a turbo card. Why was that? It could certainly not have been the Amiga's fault, like it couldn't handle the graphics or something. In Police Quest 3, the very first screen, you move a 2D sprite across a fixed background. Compare that to the graphics of, say, Project X which has nearly hundreds of sprites, scrolling backgrounds, etc etc. What were they thinking?? You could make a faster running game in AMOS for crying out loud!
Yeah, remember how slow it was back when it came out and I played it on my A500...it was a revelation to play it oin my A1200 which I got 5 years ago.
Seems like 7mhz wasn't enough cpu power for the Amiga version.
Just wish they had made a 256 colour version with the same amount of sound/animations as the PC version but with the Amiga's music.
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Old 25 December 2005, 22:48   #10
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the scumm interpreter was coded in C, hence the big huge slowdowns.

arfffff..... on my blizzard 68030 at 50 mhz it works like a charm ^^
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Old 25 December 2005, 23:51   #11
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@ dlfrsilver: really?
That would be awesome, i've just got meself a blizz 030/50mhz and it's getting to me right when i type this... or not... its christmas time :/
Anyways, really? can i playeven those unrealesed on amiga - pc only titles?
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Old 26 December 2005, 00:09   #12
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Yes the passage on indy 4 whowas so sloowwwishhh runs normally ^^.

thanks to the 68882 and 68030 at 50 mhz ^^
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Old 26 December 2005, 15:21   #13
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@pbareges

What??? In 88 the Atari St was still sold and alive if im not mistaken...
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Old 26 December 2005, 17:18   #14
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thanks to the 68882 and 68030 at 50 mhz ^^
The 6888x has nothing to do with the speed of Indy IV since it's not used in that game at all.
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Old 26 December 2005, 17:33   #15
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ok then thanks to the 68030 ^^
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Old 27 December 2005, 03:08   #16
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Quote:
Originally Posted by _ThEcRoW
@pbareges

What??? In 88 the Atari St was still sold and alive if im not mistaken...
i know but i think i read somewhere that it was the first year that more amigas were sold than st machines.
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