28 August 2007, 14:02 | #161 |
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28 August 2007, 14:05 | #162 |
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Maybe it's unofficial, like SNES or Gameboy version.
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28 August 2007, 14:14 | #163 |
Amiga will never die!
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Haha, yeah it was an unofficial conversion tht was trying to get approval from Sega last I saw, but I haven't checked up on it in a while.
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28 August 2007, 14:19 | #164 |
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28 August 2007, 14:30 | #165 |
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there's the precedent of Nintendo smashing the (gorgeous) homemade conversion of Guru Logic Champs, for MSX... big companies don't like much that activities, alas...
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28 August 2007, 16:04 | #166 |
Amiga will never die!
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I can't find it on Google anymore either, damn.
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28 August 2007, 16:21 | #167 | |
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Quote:
http://www.worldofspectrum.org/anestis/soniczx.htm |
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28 August 2007, 17:09 | #168 |
I have a joystick
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I wish they had released Wing Commander Secret Missions 1 & 2 for the Amiga *sniff*
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28 August 2007, 17:11 | #169 | |
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Quote:
*Sigh* //edit : Looks like the last activity on it might have been as far back as 2001! Last edited by P-J; 28 August 2007 at 17:17. |
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28 August 2007, 17:50 | #170 |
hastala vista winny vista
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28 August 2007, 18:06 | #171 |
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First Encounters. I remember I was really into Frontier, and when I heard another sequel was coming, I started saving up for an accelerator card to make it work smoother on my A1200. I was really disappointed when it didn't make it to the Amiga. (Our family PC was too crappy to run it too). Or maybe it was for the best, since it was a really buggy game. Still, I was really let down at the time.
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30 August 2007, 21:30 | #172 |
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Eye of the Beholder 3
Lords of Midnight (all Amiga-ed up) |
30 August 2007, 22:57 | #173 | |
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Quote:
Honestly I think it would have been pure hell to adapt Sonic the Hedgehog (the MegaDrive/Genesis version) to the Amiga without stripping the game of quite some features. Huge sprites, paralax scrolling and layer upon layer (at times) moving independently of each other doesn't exactly make the game suitable for the Amiga hardware, besides, the Amiga lacks a tile-mode forcing the game to using the blitter... and the blitter wouldn't manage to render the game and all it's graphical effects in a fluent 50Hz or 60Hz a second without doing some really efficient stuff... there's just too much happening on the screen. I'm not going to say that it would be impossible, but claiming it to be easy isn't exactly anything close to the truth. The two most technically impressive platformers I've seen on the Amiga would be Lion Heart and Brian the Lion (what's up with the lions, anyways?)... and Sonic-wise one could look at Kid Chaos and Mr. Nutz, which both feels like they have been designed with Sonic in mind (especially Kid Chaos, which almost feels like a blatant rip-off... too bad it was a catastrophy of a game). I think quite much effort was put into these four games, programming wise, though... |
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30 August 2007, 23:57 | #174 | |
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Quote:
But 16 mb of Fast Ram would be required since these games use a lot a animation frames. Last edited by dlfrsilver; 31 August 2007 at 00:24. |
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31 August 2007, 11:03 | #175 |
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31 August 2007, 11:18 | #176 |
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03 September 2007, 04:38 | #177 |
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The Playstation has 3 or 4mb RAM, and it managed SFA3. I'm sure with a few animation frames removed, an Amiga could do it. Maybe a 2mb version with lots of missing animations, as well as a full-on version with everything that requires 8 or 16mb could have been done.
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03 September 2007, 11:48 | #178 | |
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Quote:
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03 September 2007, 11:56 | #179 |
Going nowhere
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Does MAME have an option to view and output Video Memory for easier ripping on ingame graphics?
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03 September 2007, 13:15 | #180 |
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F4 in MAME to rip tiles from a lot of games, but you'll have to splice them all back together. Plus find the correct palette!
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