13 January 2021, 18:14 | #81 |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,409
|
|
13 January 2021, 20:21 | #82 |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
|
ROFL, that's just too funny
As mentioned in another thread, just because they put it inside an arcade machine i.e. the CuboCD32: |
13 January 2021, 20:22 | #83 | ||
Zone Friend
Join Date: Mar 2004
Location: Middle Earth
Age: 40
Posts: 2,127
|
Quote:
Quote:
Do you know what compression they used on the x68000 or what was popular ? |
||
13 January 2021, 20:54 | #84 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,162
|
this comparison makes no sense.
256000 colors: Most games on CD32 were 32 color OCS adaptations, not HAM games 2MB RAM: the RAM was filled by game code (Sega used cartridge ROMs) multi-session: who cares? Full screen video cd: 3 or (maybe 4 ?) cards were produced. Noone got their hands on the FMV module. Sega 2D hardware destroys all amiga blitter / sprites capabilities. But that's not on the chart 68020 vs 68000 okay, that makes (with memory) a more versatile machine, not a better arcade playing machine. |
13 January 2021, 20:56 | #85 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,211
|
I wrote a commercially released Sega-CD game. It was a horrific machine.... I'd have preferred to write a CD32 game to be honest
My memory is a bit sketchy from that time, but I seem to remember that we had access to both processors (the one in the megadrive, and the one in the MegaCD add on), but there were issues with shared memory (I think we had to switch memory in and out for each processor to access it) Last edited by DanScott; 13 January 2021 at 21:08. |
13 January 2021, 21:13 | #86 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,162
|
Consoles aren't the easiest to program. But the results are often superiour. Of course you wrote amiga games for years. Developping for CD32 is probably a piece of cake for you (ok who botched Premiere, Chuck Rock I & II CD32 versions? )
|
13 January 2021, 21:23 | #87 |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
|
Back home, Years ago I tried to port Rygar on the GBA.
I loved that little machine, such bliss to program for - they even have my source code still in the zip file. https://www.gbadev.org/demos.php?showinfo=312 |
13 January 2021, 21:57 | #88 | |||
Registered User
Join Date: Sep 2008
Location: UK
Posts: 318
|
Quote:
Quote:
The Neo Geo which came out in 1990 can display 96 sprites per scanline. and it has no seperate playfields - so all it's playfields have to be made from those sprites . The CPS1 is clearly not more powerful than the Neo Geo SO I really doubt the CPS1 can display 256 on a line - that is over 10 screens-width of sprites! Why bother releasing CPS2? As for infinite bitmaps. That whole section was a joke. Hence the big smiley face, I was just writing what Commodore could put in the hardware specs with artistic licence. Maybe only-limited-by-available memory blitter objects is more accurate, but that won't sell any systems. I mean you think the CPS1 can really display all those colours on screen without limitations? - Nope. Like you say - it's tile based - each tile can only have 16 colours. Hardware specs don't ever tell the whole story Quote:
Last edited by Gilbert; 13 January 2021 at 22:14. |
|||
13 January 2021, 22:10 | #89 |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,436
|
You mean the crappy Cubo games?
|
13 January 2021, 22:19 | #90 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,211
|
|
13 January 2021, 22:43 | #91 | |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
|
Quote:
You pay me £30,000 and I'll port whatever you like to the CD32. (This is a serious offer ) Mind you - You'll get a better offer from Dan and his games won't have any bugs. |
|
13 January 2021, 22:59 | #92 | ||
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
|
Quote:
Let me repeat for the 3rd time: Quote:
As mentioned, you only have to look at other Arcade machines around 1993; they absolutely smash the poor CD32 in terms of hardware / power. Take a look on System 16 - Sega Museum at Arcade machines from 1993, and even 5 years previous. ...and here are just talking about Sega Arcade machines; not the other 10 - 20 popular manufacturers. Last edited by DamienD; 13 January 2021 at 23:05. |
||
13 January 2021, 23:05 | #93 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,211
|
|
13 January 2021, 23:07 | #94 | |
Registered User
Join Date: Nov 2010
Location: South Wales
Age: 46
Posts: 934
|
Quote:
So cd32 can defo do ports of all those games |
|
13 January 2021, 23:16 | #95 | |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
|
I'll still do it for £29,998 and provide you with GAF (Geezers Added Finance)
£29,000 upfront + £998 on completion of the game * Quote:
* Game is not guaranteed to work. |
|
13 January 2021, 23:31 | #96 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,211
|
|
13 January 2021, 23:32 | #97 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,211
|
i'm just about to investigate infinite bobs... I'll let you know my results at the end of time
|
13 January 2021, 23:50 | #98 |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
|
|
14 January 2021, 04:08 | #99 | |
Registered User
Join Date: Feb 2009
Location: Amiga
Posts: 465
|
Quote:
Best case would be to develop near perfect GAMEPLAY FIRST, then do the best magically for sound and graphics. At least the experience would be arcade awesome instead of watching or waiting to load a pretty slideshow. Imagine 5 year old PC/Macs trying to play Cyberpunk with Realtime Ray Tracing at MAX settings today! No way! But they can pull back the settings to get a good enough experience or just mod GTA V instead. Going OT but if we could have wished back then, I would have loved to see add on processor or HW that added CPS1, X68000 and NeoGeo level tile and sprite pushers, with Yamaha sound chips and MIDI output. Wrap it up with 16bit colors at 1080p max resolution. AmigaOS multitasking all that with a full fat 68040 @ 200 Mhz would be a dream retro console toy to tinker and play with. I think Vampire gets close in terms of hardware. Maybe that can be the ARCADE PERFECT Amiga we all dream of one day. |
|
14 January 2021, 05:09 | #100 |
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 47
Posts: 3,751
|
Obviously It probably can't compete with an SNES, either. Those machines are just too specialized.
For general purpose computer usage it's much better, of course, but that would be because the CD32 is a general purpose computer stuffed into a console form factor, and not a specialized computer. |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
SNES/MD Games Versus The CD32 Versions | Gilbert | Retrogaming General Discussion | 16 | 14 June 2020 22:45 |
Why Demos run in perfect resolution in WinUAE but not on real NTSC Amigas? | c0dehunter | support.Demos | 14 | 04 December 2017 16:11 |
CD32 compilation Games run on 2mb only..why can't WHDLoad games run on 2mb | spannernick | support.Games | 2 | 12 July 2017 17:15 |
WHD games AGA or CD32 versions? | fatboy | support.Games | 5 | 09 October 2014 13:34 |
Were CD32 Games Different 2 the Original Amiga Versions? | skywalka | support.Games | 6 | 11 July 2005 13:32 |
|
|