09 March 2016, 18:05 | #361 |
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Actually Nemesis isn't a good music example. Compare Delta or Lightfore with the normal Gradius MSX PSG music, which is awful. And Gradius is a slideshow on MSX, horrible scrolling due to low frame rates.
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09 March 2016, 18:06 | #362 | |
Walk Off? Boolander!
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09 March 2016, 18:10 | #363 | ||||||||
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Case in point, the Action Replay lets you save a backup to disk which you can load -without the cart present- at similar speeds. Same goes for the FCIII, which can also create a fast-disk loading backup which can then be loaded quite quickly - without the FCIII present. Quote:
But... If you have a game filling the 64KB available on either machine (i.e. the vast majority of them) the total load size won't change so that's clearly not true. Quote:
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I know this because I've dumped a ton of C64 games to the DC2N. Most multi loads actually don't have tapes bigger than 10 minutes per side (side a: loader + title screen / level 1, side b: rest of levels). Turrican I&II C64 came on a 30 minute tape (15 per side) and the tape wasn't fully filled up. Quote:
Fun fact, a 1 hour tape on the C64 translates into about 1000KB of data using a good (i.e. standard turbo tape) turbo loader (standard loader = 100KB per 30 minutes, turbo tapes are about 10x the speed) Quote:
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The only variable is decrunching, which would be about 2x slower as the same on the Amstrad due to the Amstrad CPU being about 2x the speed. |
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09 March 2016, 18:11 | #364 |
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Yep, Gradius seems to run in 5-6fps. Well Space Manbow is a good one. Great graphics and playability but not a smooth game at all.
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09 March 2016, 18:15 | #365 | |
CaptainM68K-SPS France
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That's very bad, because it has an influence on the picture display quality. The day i've changed all those of mine, it was night and day. You have the "elephant foot" as PSU right (given with breadbin models?) You'll be sorry the day the AC voltage will go down frying your motherboard components ! My c64 is a breadbin model made in 1983, modified by procep (i have not removed the card they added under the keyboard. I have enclosed 2 pictures, 1 of the box of my breadbin, and 1 of the C64 itself |
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09 March 2016, 18:20 | #366 |
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btw: The C64C or C64G has a better picture quality anyway. Old bread bins are only for collectors. If you need one for daily use nothing beats the newer models. Well, there is the problem playing digisounds with low volume on the SID 8580, but there is a fix too.
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09 March 2016, 19:26 | #367 | |||||||||||||||
CaptainM68K-SPS France
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You can put more graphics data in a c64 64kb ram for a 60kb main code than on a CPC. The 64kb ram space is very quickly filled. A tape multiloading game on CPC using mode 0 in size is on average 250kb. Turrican II (even considering all the blocks are crunched) in its tape version is 370kb. Turrican II on C64 is not that big. The space gained in graphic space in ram can be used on c64 to store music and sound fx. On CPC the whole 64kb ram space is used (i remember the coder saying that he fought for bytes !). Robocop is 200kb, Midnight Resistance 233kb, Batman the Movie 210kb, Ghostbusters 2 196kb, Operation thunderbolt 304kb, Operation Wolf 287kb, Turrican 230kb Rainbow Islands 230kb Sizes are big considering some of them even have no music ingame. I have dumped too my c64 games (without DC2N, my actual dumping workshop is good enough to have all the blocks right first time). None of the game are that big on c64. Golden Axe data size for example is only 130kb, when the CPC version even with compression or encryption is 180kb (50kb more !). And the CPC loads this game faster than my c64 can do Concerning the total load size i was coming at it : Of course, on a CPC, since you have 128kb on the disk version machine, most games load longer because they're loading and filling the whole memory. This is a thing a c64 game won't have, since it has only 64kb of ram. For instance, Rambo III CPC take 44 seconds to fill the 128kb of RAM of my 6128 (the title screen + the main code + all the levels.) Quote:
I answered the loading on CPC is done in 14 seconds. This was for the disk versions of both computers. In term of tape version, it's just evident the CPC loads faster the game on a 64kb configuration. It uses a speedlock 3, which use a 2000 bauds scheme. From what i know, the C64 tape original version is not loading at 2000 bauds, far from that. The actual speed the CPC handle without any cart or additional hardware on tapes is like this : 1000, 2000, 2500, 3000, 3500, 4000 bauds this up to 7000 bauds on the very latest scheme i tested. Rick Dangerous for example, once compacted and encoded for tape loads in 45 seconds. The compacted size of the main code is 40kb. 40kb in 45 seconds This when the bleepload original loads in 8-10 minutes. Quote:
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None of my c64 tape games load in 2 to 5 minutes. They all need between 4 and 9 minutes to load from start to the main menu of the game. Quote:
i have done more than 1000 tapes for CPC, and done also quite a number on C64, and the c64 games takes longer to load, but take less time to record than their CPC counterparts. That's quite funny Quote:
Batman the movie : 11 minutes on side A alone..... Deliverance Stormlord II : 19 minutes (CPC version 3 parts is 11 minutes only !!!) Golden Axe : 20 min (Side A 7 minutes + 13 minutes on side B) Shadow Dancer : 16 minutes !!! Terminator 2 : 19 minutes Turrican I : 9 minutes on side A alone.... since the game is 2 sides, it's more than 15 minutes of data. Quote:
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Ninja warrior is an horror to load, it takes an eternity !! Quote:
The CPC version of X-out use the Alkatraz protection scheme, ensuring the loading is very fast (this scheme alone is faster to load than ANY c64 scheme available !) Quote:
When the CPC detects a custom scheme with higher speed, the tape drive motor is rolling faster ! For instance Bad Cat from Rainbow Arts, encoded in 3500 bauds, once the loader is loaded, the CPC is going full blast, you can see the band rolling faster and the noise is very specific, and the title screen is coming ultra fast, and 2 minutes later, you can play ! Ah one thing : the schemes on tape for CPC are way more complicated than the ones we have on c64. Some protection schemes on CPC are not only complicated to understand, the way they work is also giving head aches. Quote:
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09 March 2016, 19:30 | #368 | |
CaptainM68K-SPS France
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It's due to the capacitors. I gave my c64 a change with all the old shitty capacitors removed (those were not rubycon or nichicon but crap 3rd zone ones), by top quality nichicon/rubycon capacitors, and once i switch back on the c64, the image picture quality was so better !!! Let me load Robocop for instance so that you can see (It will take quite a bit of time lol !) EDIT : i have loaded Robocop on my CPC and my c64 at the same time. I gave the c64 a bit more time (i started the loading before the one on CPC), and even with that, the main code is loaded on CPC before the one on c64. However, the CPC needs a bit more time to load the block 1 containing levels 1 and 2. Next, oh ! i made a discovery ! The scrolling is jerkier on CPC, but faster than the (smooth but slower!) scrolling of the c64 version lol Deliverance Stormlord II takes 1mn25 more to load than the CPC speedlocked version (and once again, i gave 20 seconds more to my c64, and started the game loading on CPC 20 seconds later. Last edited by dlfrsilver; 09 March 2016 at 20:11. |
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09 March 2016, 19:58 | #369 |
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Actually you have to remove the useless RF modulator completely and then mount a equivalent circuit. This improves the sharpness close to the C/G models. Of course S-Video then, no crappy composite cable.
https://translate.google.com/transla...238&edit-text= |
09 March 2016, 20:29 | #370 |
CaptainM68K-SPS France
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i don't use the FR modulator at all. I use the Scart connector with the round plug connected on the c64.
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09 March 2016, 20:31 | #371 |
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That doesn't matter. The modulator influences the picture quality via video plugin too. They are technically connected. It has to be removed and a new circuit gives you the better image then. Of course only needed for the older bread bins.
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09 March 2016, 21:23 | #372 | |
CaptainM68K-SPS France
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So that you can see how good the display is (i use a sony trinitron). |
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09 March 2016, 21:33 | #373 |
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That's quite nice colours you have there. The C64 will never be like a rainbow of colours but that is not shabby at all.
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09 March 2016, 21:36 | #374 |
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Are you sure you use S-Video over Scart? The Trinitron supports it only when you have 2 scart connections (Scart-2 jack only)? The Robocop shot doesn't look that good or is it the screenshot quality?
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09 March 2016, 21:39 | #375 |
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It's not smart to use CRTs. They give radiation and flickers. We retro people are getting old so should try and preserve our eye sight
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09 March 2016, 21:42 | #376 |
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As long as i can get CRTs i will never use a modern TV for retro games. The games look like shit, blocky as hell without the scanlines and horribly interpolated.
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09 March 2016, 21:45 | #377 | |
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For my C64 I have a 14 inch CRT TV. Will try it later with a small flatscreen TV I will be getting for free. |
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09 March 2016, 21:49 | #378 |
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The Indivision software has problem to diplay the 50Hz properly on some monitors. I think it's only useful for Workbench stuff in higher resolutions, not for lores games.
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09 March 2016, 21:51 | #379 |
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I agree. This is one of the main reasons I went for the BenQ BL 702A 17" LED screens that supports the native Amiga RGB 15KHz, 50Hz and shows everything perfect after the pixeclock and phase is finetuned. At it's default Sharpness level 1 stuff does not look blocky. It's just so nice, colourful and everything is butter smooth.
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09 March 2016, 22:27 | #380 | |
CaptainM68K-SPS France
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the problem is actually due to the light inside the room. It's not related to the c64. |
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