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Old 27 February 2012, 23:35   #81
s2325
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I don't know how it's possible but Fighter Duel: Corsair vs Zero is very fast and smooth in hi-res even with 7MHz CPU: [ Show youtube player ] Now imagine that engine in Robocop 3 Sorry for glitches, I tried with different settings.
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Old 27 March 2012, 22:37   #82
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Halloween intro by Scoopex have not bad Wolfenstein 3D-style engine, standard A1200 is enough: [ Show youtube player ] Intro is from 1994.
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Old 27 March 2012, 22:49   #83
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And let's not forget the stunning VirtualGP engine (I think it hasn't been mentioned yet).
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Old 27 March 2012, 23:18   #84
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There is also impressive 3D engine for A500 in Charles 2000 demo by Banal Projects: [ Show youtube player ] Demo is from 1994.
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Old 27 September 2014, 05:32   #85
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someone recorded Warp_S engine [ Show youtube player ]
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Old 21 December 2014, 13:32   #86
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Doomtro by Damage [ Show youtube player ]
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Old 07 September 2017, 11:47   #87
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download Commodore_Amiga/Misc/Unknown EXEs/DAMAGE-Doomtro.zip
require only Amiga 500 with 512KB of Chip RAM
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Old 07 September 2017, 23:52   #88
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I don't know how it's possible but Fighter Duel: Corsair vs Zero is very fast and smooth in hi-res even with 7MHz CPU:
I bought that back in the day for that very reason..
Wasn't even really a flight simulator person (they were fun, but not my favorite genre), but I stopped by my local computer store and they had it running.
HiRes and fast!!

Walked out of the store with it... (Yes, I paid!!)

Decent fun for me too.. Not the worst purchase I ever made by a longshot..
(I'm looking at you Magic Johnson's Fast Break!!!)

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Old 15 October 2017, 02:33   #89
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Found this video on Youtube about how the 3D section (Wolfenstein-like) of Toy Story was programmed; i don't know how much of this could be ported directly on Amiga hardware but is a good start:
[ Show youtube player ]
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Old 15 October 2017, 13:24   #90
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The Secret of Monkey Island was the first advendture game to feature sprite scaling for characters. I'm no sure if it'S done in realtime or not, but it certainly gives the "rooms" more depth.
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Old 21 July 2018, 15:16   #91
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Found this video on Youtube about how the 3D section (Wolfenstein-like) of Toy Story was programmed; i don't know how much of this could be ported directly on Amiga hardware but is a good start:
[ Show youtube player ]
The MegaDrive has a large advantage over the Amiga in that its pixels are chunky which means that the vertical columns can be rendered directly to memory without having to undergo a costly chunky-to-planar (C2P) pass. Moreover, its CPU is clocked one third higher (12 MHz vs ~8 MHz) which does not hurt either.

MegaDrive and Amiga routines would essentially differ in that the Amiga requires this additional C2P pass, aside from that, it might be possible to design them so that they use the same code by arranging the MD background tiles in memory so they can be aligned somewhat similarly to the chunky frame buffer used by Amiga routines. I have not looked too deeply into how MD tiles can be arranged so I might be wrong, this said the differences in the code would likely be minimal.
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Old 22 July 2018, 01:27   #92
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Mega Drive's CPU is 7.6MHz. The Mega CD added a 12.5MHz 68000 to the mix.
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Old 22 July 2018, 07:08   #93
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This is an interesting thread because I am playing old DOS ports in WinUAE and many of those games run well performance wise. But some of those old 3D engine ports or games have limited and outdated controls such as Wolfenstein 3D or Corridor 7 with no strafing.

So I found PC DOOM engine ports of those games with updated features as well such as 3D acceleration and under GPL for open use.

There is a Gloom beta port in the Doom Engine as well and looks great!

Wouldn't it be better to port and fork one of these engines as a base on the Amiga with optimizations and maybe 3D such as warp or openGL? There is/was a 68K based source code (Macintosh) version out there?

Then Amigan's can create new games with that engine. I would love to see Alien Breed 3D updated on a modern engine.
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Old 22 July 2018, 18:19   #94
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8><------------


Then Amigan's can create new games with that engine. I would love to see Alien Breed 3D updated on a modern engine.

There have been a few failed attempts..
I think that if Vampire was the target platform, an AB3d or even AB3D2TKG mod could be done for the Quake2 engine. If such a project was initiated I would offer help with textures and 3d models.. (And maybe level building, although some sort of map-translation should be done by code to get the layout right.)
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Old 22 July 2018, 21:29   #95
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Mega Drive's CPU is 7.6MHz. The Mega CD added a 12.5MHz 68000 to the mix.
Damn, second time I made that mistake after being corrected in another thread.

I am not too sure why I want that CPU to be clocked at 12 but thanks for putting this kitten back on the right track.
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Old 23 July 2018, 00:17   #96
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Damn, second time I made that mistake after being corrected in another thread.

I am not too sure why I want that CPU to be clocked at 12 but thanks for putting this kitten back on the right track.

My favorite SEGA Arcade board (Y-board) had (3) 68000 clocked at 12.5 Mhz ;-)
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