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Old 14 April 2016, 17:33   #121
Anubis
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Quote:
Originally Posted by Solo Kazuki View Post
Something was bothering me with Colonization, and i check readme added to game. And it looks that you should have at least 1,5MB (not mentioned it must be Chip) to run game with sfx. If you have only 1MB there are no sfx at all. Moreover game may be unstable and laggy on 1MB config. So sounds are +0,5MB memory. Any additional memory reduces disk access. If you want run from HD, you must have minimum +0,5MB More (1,5MB w/o sounds, 2MB with). To run game on WB you must have at least 32 colours workbench and enough chip memory for WB and game (~2MB chip and AGA or GFX card recommended). There's also nice backdrop/wallpaper when game is played on AGA (~2MB chip).

Also on AGA config it's recomended to have at least additional 1MB (fast) which makes game running smoother.

So in short:
1MB - no sfx, unstable
1,5MB - sfx or HD
2MB - sfx, HD
AGA chipset (2MB chip) - run on WB, additional backdrop/wallpaper
AGA chipset (2MB chip) + at least 1MB additional (fast) memory - recommended config
From what I remember, game installed on HD differently for OCS and ECS games.

I had Amiga 500+ with HD and 512KB memory expansion (1MB chip and 512KB expansion) and used to run it from HD, and IIRC I did have a sfx.

When you install it, it recognizes ECS IIRC and asks to install that version.

Now, this was ~ 20 years ago... should problably try it in WinUAE.
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Old 14 April 2016, 18:05   #122
happymondays
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As far as I can remember, Sensible Soccer: European Champions v1.1 (92/93 Edition) on 1MB A500 added crowd chants, while when playing on a vanilla A500 with 512 MB RAM, there weren't any, only some background crowd noise. Actually, I am pretty sure about this.
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Old 15 April 2016, 14:22   #123
Solo Kazuki
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Quote:
Originally Posted by Anubis View Post
From what I remember, game installed on HD differently for OCS and ECS games.

I had Amiga 500+ with HD and 512KB memory expansion (1MB chip and 512KB expansion) and used to run it from HD, and IIRC I did have a sfx.
It is possible, game is very "ellastic" about memory and very system-dependent (game's runnning in multi-tasking). It can be even 0,25MB for HD/sfx. It's written minimum 1,5MB for sound and for HD, so i was assuming 0,5MB for HD or sfx, but it looks like 1,5MB if enough for both. But for sure 1MB is not enough for sfx/HD and if you have very colorful WB/many additional utils/etc it's more than 1,5MB required.

Quote:
Originally Posted by Anubis View Post
When you install it, it recognizes ECS IIRC and asks to install that version.

Now, this was ~ 20 years ago... should problably try it in WinUAE.
No, for sure. There's no different version of game, only one exe for all configs.

About the game Colonization: It's very interesting game that actually it's one of few games that are also WB app (by adding WORKBENCH argument). Game should run on WB even on gfx card (also from readme), because game "promoting itself" on WB main window. Not tested on gfx card, maybe someone will test it.

About this "at least 32 colours" in readme, it is probably about enough free pens, otherwise colours may be wrong. Looks great on hi-res/vga-res WB on AGA, additionally you have more space for resizing windows.

Last edited by Solo Kazuki; 16 April 2016 at 18:38.
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Old 19 April 2016, 01:59   #124
albino
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second samurai got a smoother scrolling with 2 mb...
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Old 19 April 2016, 16:36   #125
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SimEarth and SimLife add features with extra memory, I think.
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Old 21 April 2016, 12:23   #126
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Quote:
Originally Posted by mombasajoe View Post
I rembember that the HD-install of Formula One Grand Prix did only work with 1MB Ram (or more?). Perhaps this is Microprose specific?
F1GP requires 1Mb to run, I know this, as it was the reason I bought a Cortex RAM expansion for my A1000 back in the day.
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Old 21 April 2016, 17:37   #127
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What about UFO: Enemy unknown?
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Old 21 April 2016, 17:43   #128
lordofchaos
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Quote:
Originally Posted by idrougge View Post
What about UFO: Enemy unknown?
Just read this from the manual.

Memory Requirements
UFO A500 requires you to have at least 1MB of memory (this can however be split into two
512k chunks on machines with fast and chip memory). On a 1MB machine you will not be able
to select Music AND Sound FX at the same time. Also, please remove any extra hardware
(external disk drives etc.) as this can affect the amount of memory usable by the game, and
possibly cause a crash.

*Updated entry

Last edited by lordofchaos; 21 April 2016 at 17:48.
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Old 21 April 2016, 19:39   #129
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Quote:
Originally Posted by Solo Kazuki View Post
About the game Colonization: It's very interesting game that actually it's one of few games that are also WB app (by adding WORKBENCH argument). Game should run on WB even on gfx card (also from readme), because game "promoting itself" on WB main window. Not tested on gfx card, maybe someone will test it.

About this "at least 32 colours" in readme, it is probably about enough free pens, otherwise colours may be wrong. Looks great on hi-res/vga-res WB on AGA, additionally you have more space for resizing windows.
I just tried it on my setup (4000/CV64/CGX4).

On a 8bit RTG mode it works, but the colours are all messed up. I guess there is some difference in palette or bit order of the screenmode or such.

The colour changes are so bad that its unplayable sadly enough.

Just to test it, it works fine on workbench on a AGA Hires Laced mode.

Sadly enough you cant actually size the world map window much, so there is no real advantage to playing it on workbench.
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Old 22 April 2016, 16:59   #130
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I got Colonization to work on my CV3D. It's a while ago, so I can't remember what screenmode I used.
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Old 26 April 2016, 20:26   #131
mailman
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Quote:
Mortal Kombat I & II - Reduced disk swapping. Music+Speech if 2MB chip ram
I think you need to seperate these two games.

MK1 - more RAM (no matter if it is Chip or Fast) reduces disk swapping
MK2 - more RAM (no matter if it is Chip or Fast) reduces disk swapping and adds in-game music + speech + special effects like smoke when some fighters produce the special move and it hits the other fighter + naturally the smoke itself appears on Smoke charakter.
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Old 26 April 2016, 21:21   #132
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Bubba 'n' Stix - more RAM makes the disk loading times reduced. Normally when you play the game on 1 MB of RAM each section is loaded. When you lose all your lives menu and map screen are also loaded. Having more RAM makes that if something was once loaded it will not be loaded from disk ever again.
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Old 28 April 2016, 13:49   #133
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Thanks mailman. Entries updated!
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Old 12 September 2016, 00:16   #134
idrougge
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Street Rod:
Quote:
SYSTEM REQUIREMENTS
-------------------
Hardware: Amiga 500, 2000, 2500 or 3000 with at least 512K of memory.
1 Megabyte is recommended ti reduce disk access and speed up gameplay.
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Old 13 September 2016, 21:09   #135
Seiya
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Wing Commander require only 1 MB to have cinematic explosion and animated hand
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Old 14 September 2016, 12:02   #136
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Quote:
Originally Posted by idrougge View Post
Street Rod:
Nice, thanks for the info. Updated

Quote:
Originally Posted by Seiya View Post
Wing Commander require only 1 MB to have cinematic explosion and animated hand
Need to investigate further.

Last edited by lordofchaos; 14 September 2016 at 12:08.
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Old 08 December 2016, 23:11   #137
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Championship Manager 93 benefits highly from extra ram when starting the game and when ending seasons.
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Old 05 January 2017, 10:29   #138
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1. Monkey Island - stores asset in extra memory reducing loading times
2. Winter Olympics: Lilehammer - the only difference is visible on A500. A500 with more than 1 MB of Total Ram has music that normally is only available on A600 and A1200. My configuration (A500 0,5 MB Chip + 1,8 MB Fast) had music while A500 0,5 MB Chip + 0,5 MB Fast does not have music.
3. Kajko & Kokosz - in case of more than 2 MB of RAM the game is fully loaded into RAM
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Old 06 January 2017, 21:41   #139
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Skidmarks - this one is interesting.

Running the game on regular A500 with 0,5 MB Chip and 0,5 MB Slow will give you only 1 type of car at once on track and there is no music. The same happens on A500+ (1 MB Chip). But:

A500 with 0,5 MB Chip and 1 MB Fast gives you 3 types of cars at once on track but still no music
A500 with 1 MB Chip and 0,5 Slow gives you 3 types of cars at once on track and music
A500 with 0,5 MB Chip and 1 MB Fast and 0,5 MB Slow gives you 4 types of cars at once on track and music (maximum possible option)
A1200 (2 MB Chip) gives you 2 types of cars at once on track and music.
A1200 (2 MB Chip and 1 MB Fast) gives you 4 types of cars at once on track and music (maximum possible option).
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Old 08 January 2017, 17:58   #140
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The Clue! - stores game assets in the memory reducing loading times during the exploration of the locations, visiting places and talking to other people.
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