28 December 2020, 12:56 | #61 |
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Yeah, overscan on the Amiga is a bit of a mixed bag - you get a nice big screen, but you lose sprites and a bunch of Blitter (and usually CPU) cycles.
The Amiga may have been a tad too flexible for it's own good here - it allows so many different screen sizes and that complicates stuff. |
29 December 2020, 12:59 | #62 |
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Slightly off-topic, but I really dislike that the background layer shows through the status bar on Flink!
As for screen widths, many coin-ops were running at 256x224 back in the late 80's, but these were stretched to the full display width (unlike the Amiga that has to settle for a lot of border when displaying a 256 wide screen). I believe the SNES also had 256 wide mode (and the Megadrive too??) Last edited by DanScott; 29 December 2020 at 13:04. |
29 December 2020, 14:06 | #63 |
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Instant thread follow love the idea of finding new ways to further explore the AGA chipset
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29 December 2020, 14:27 | #64 |
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29 December 2020, 16:33 | #65 |
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29 December 2020, 18:12 | #66 |
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I haven't looked into it but is Flink perhaps running in 2 frames simply because it couldn't do 1 frame constantly? Maybe in places where there are less sprites etc it would be possible to have it smoother. But the game isn't designed with AGA's limitations in mind.
I agree the background showing at the top without the foreground is quite jarring. And the small and smaller viewport options. |
29 December 2020, 18:57 | #67 |
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29 December 2020, 21:21 | #68 |
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09 January 2021, 08:58 | #69 |
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you find it how the Putty Squad game for an AGA game ?
[ Show youtube player ] |
09 January 2021, 12:21 | #70 | |
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For me, aladdin and flink, seem to be originally developed for the classic amiga first, and have been quickly ported to AGA . Last edited by touko; 09 January 2021 at 12:34. |
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09 January 2021, 18:19 | #71 |
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i find it ok, colorful, very clean, and it does use indeed a good size of the screen
prolly nothing special, squeezing AGA talking btw surely better than Oscar, Troll, and Zool AGA, too much things on screen, a mess for the eyes oh, i did'nt know the coder of Putty Squad AGA is John Twiddy, the same of Aladdin Last edited by kremiso; 09 January 2021 at 18:25. |
13 January 2021, 09:33 | #72 |
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Putty Squad and Aladdin seems to use the same engine that Global Gladiators and Cool Spot, also coded by John Twiddy. AGA seems only used to add extra colors.
AGA also had quarter pixel scrolling, being able to scroll a low res screen with super hi res coordinate, making scrolling smoother. I doubt this was much used back in the day (Marvin's Marvellous Adventure use that features I think) Last edited by sokolovic; 13 January 2021 at 10:01. |
13 January 2021, 11:05 | #73 | |
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13 January 2021, 11:53 | #74 |
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The ability to mix sprite/scrolling resolutions is one of AGA's most interesting features. I wonder how many games actually used it?
I could see games where the main character is in hires mode with sprites to get it to look nicer for instance. |
13 January 2021, 12:45 | #75 |
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@sokolovic
That's exactly right, I recall an article at Amiga Format(?) which stated that Aladdin used an updated version of the (horrible) Cool Spot engine. |
13 January 2021, 18:19 | #76 |
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@roondar
Super Stardust has the ship in hires and in general makes good use of the hardware. Also the CD32 version is one of the more polished releases for the console. |
13 January 2021, 18:23 | #77 |
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But isn't Super Stardust just a highly-polished version of Asteroids? There wasn't much originality there.
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13 January 2021, 18:29 | #78 | |
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Nex Machina and Robotron being my all time favourite games of all time, they are simply sublime in every sense. |
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13 January 2021, 19:52 | #79 | ||
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In a point in click adventure like DOTT , Sam and Max or an action game? |
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16 January 2021, 12:02 | #80 | |
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do you think it is the better result obtained in AGA chipset squeezing, until now? i mean crude technically talking, setting aside originality and origins (Asteroids)? |
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