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Old 08 January 2020, 12:34   #61
roondar
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Which is ironic considering Factor 5 and Keiko are two of the better regarded 'action game' developers on the Amiga
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Old 08 January 2020, 12:56   #62
rothers
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Quote:
Originally Posted by DanScott View Post
If only it was THAT easy

Wait, what? I only ever coded for Nintendo but even the Gameboy supported sprites and tile based multi-directional scrolling in hardware, it was just there and it just worked.

Are you saying the Megadrive didn't? I remember being asked to consider a Megadrive port and looking at the databook and it all seemed pretty similar to the SNES.

The Amiga on the other hand was a complex mess in many ways although it was OK when you understood it. (still some things I can't get my head around with it though).

The Amiga needed so much more input from Commodore tools, engines, best practice etc.
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Old 21 January 2020, 01:24   #63
Gardhul
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I had a 1200, but the AGA games were too few to make the difference, so A500 has the crown!
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