10 August 2009, 11:28 | #21 | |
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I can't remember where the sound code came from now, probably Alistair Brimble. |
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10 August 2009, 11:31 | #22 |
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I was (probably still am) a bit OCD when it comes to quoting code, I always had a desire to write something on every line . Good for assembler where there is space but nowadays a line of code is soooooooooo long - I hate high level languages.
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10 August 2009, 11:35 | #23 |
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Robs code was less about protection and more about getting the most data on the disk that could be reliably duplicated, plus very easy to use. Amiga was a bit of a nightmare for duplicators as its hardware allowed very direct control of what happened on the disc magnetically. I remember long chats with Rob about flaky sync marks etc. Would have been nice to also be able to vary the discs speed to squeeze more onto the outer tracks.
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10 August 2009, 11:37 | #24 |
CaptainM68K-SPS France
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Rob Northen Protected Dos format is made of 12 sectors per track instead of eleven.... And this format can be written back with a normal amiga drive
But yes quite nice to hold more data per track Also, why not implementing at that time an HD installing disk inside the package with mortal kombat II ? On mortal kombat II, back when i bought in 1994 the game on my amiga, was the slow loading The game played great, but disk swapping jesus ! Yes allister Brimble did an excellent job on sound BTW, what kind of job are you doing today since you're retired from the gamin industry ? |
10 August 2009, 11:40 | #25 | |
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120,000+ units? Christ, Acclaim must have been quite happy with that, so late in the Amigas career, thats not bad sales at all. 9000 isn't bad for an AGA only game.... except it wasn't AGA only, was it specified as that because of the size of the frames for the players? And who coded your external memory routines at bootup, they never worked properly! |
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10 August 2009, 11:43 | #26 |
CaptainM68K-SPS France
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galahad, that's not nice ahahaha
MK I and II sold very well, and it's justice to the very good work made behind. also, a bit of calculate : 120.000 x 25.99£ = around 3,1£ millions pounds just for the amiga version Last edited by dlfrsilver; 10 August 2009 at 11:55. |
10 August 2009, 11:54 | #27 | |
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Well, it's true. Attached is the source for an MK II HD-Loader I made a while ago, you may check the comment about the memory check. :P |
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10 August 2009, 12:01 | #28 | |
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My amazingly unimpressive website is http://www.racecom.co.uk |
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10 August 2009, 12:06 | #29 |
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impressive !!!! you had a ferrari ? doh !
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10 August 2009, 12:12 | #30 |
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10 August 2009, 12:25 | #31 |
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Richard, could you find the golden axe code part where the dynamic palette routine is ?
Also, how do you think amiga games could have been if this machine has 4-8 mb in standard ? |
10 August 2009, 12:25 | #32 | |
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Attached is the loader from MKII, I knew virtually nothing about the Amiga's operating system so my memory alloc may have been a bit ropey but it appeared to work on the machines we tested it on including my A500 with 1.5MB of RAM. It would have taken time to get to grips with a HD and time was running out (because of all those comments lol)...Plus I have always found that as long as an OS is running inside a computer you loose LOADS of memory and loads of CPU cycles and at the time the only way to use the Amiga's HD was through the OS. At the time we were in the business of extracting the maximum performance from the hardware, but it was also the beginning of operating systems creating that layer of platform independence so important to development costs today. Thats one of the reasons I got out, I wasn't interested in programming with a team of coders to produce a Playstation title written in a high(ish) level language, I was interested in programming a MIPS R3000 by hand including looking after none sequential execution and branch post processing etc but that was all old fashioned and pretty pointless I guess. To me, thats a bit like racing F1 whilst towing a caravan - but thats progress...as I said above, I'm getting old lol |
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10 August 2009, 12:39 | #33 | |
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It would have been nice to have 8 planes (x2 16 colour playfields), it would have been nice to have 16, 16 colour hardware sprites. But then all the memory timing issues would have meant having different memory systems for 68K and custom chips accessed through a portal much as the SEGA machines had which then turns the Amiga into a true games machine - which to be honest is what most people (kids) want. Ultimately what was needed was a load of RAM controlled by a powerful CPU and a separate sub-system with its own memory and processing cores, much as we have today in the ubiquitous PC. |
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10 August 2009, 12:50 | #34 | |
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Looking at the code I was starting to think I didnt even use the blitter! but I did...just... |
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10 August 2009, 13:09 | #35 | |
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I remember sitting in front of my dev system showing a working copy to a reviewer for ZAP or similar with Rob (producer from Probe) sitting next to me explaining that it was all going to run in 1MB and all the frames would be there. I was thinking, "well I have 400 bytes free between the code and the stack, but I cant see the extra 1MB fitting in that and it not effecting the stack at all" LMAO. |
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10 August 2009, 13:54 | #36 |
CaptainM68K-SPS France
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So, all in all how much frames per sprite for primal rage amiga ? doh
If only Gordon Fong, the street fighter 2 amiga coder had the engine you got for MK series and primal rage, would been so good, instead of this.... no i stop that's too sad |
10 August 2009, 15:42 | #37 |
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I too remember drooling over the Ramrod screenshots once upon a time... and I loved reading those Diary of a Game things in magazines If you have some fun stories to tell "what making games was like" in Amiga's heyday I'd love to read them!
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10 August 2009, 15:54 | #38 |
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I have to say, the job you did on Amiga Mortal Kombat restored my faith in dev teams in general. Always liked Probe as they seemed to make a bit more effort.
Supremacy for one was very nicely polished and didn't feel like an ST port, the Amiga was actually used properly, it was only presentation, but hey, it made a difference. I was expecting Mortal Kombat to be utter shit on Amiga if i'm being brutally honest, after the utter rank that was Streetfighter 2 it appeared only Richard Aplin bothered to make that extra effort over coin-op conversions, but Mortal Kombat was nicely placed inbetween the Megadrive and SNES versions. Graphics and background anims on the Megadrive and SNES were slightly better, but the sound in Amiga MK was better than both, and obviously having all the blood in the Amiga version whereas the SNES didn't natively have it was another advantage over the SNES version. Seriously, if Tiertex had gotten their hands on MK, I think we'd all have been proper short changed. So my hat is doffed to you sir for actually giving a shit about the job you had to do, and making a version for the Amiga could stand proud with the other versions released at the time. |
10 August 2009, 15:55 | #39 |
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Oh yeah, i'd love to see Ramrod up and running
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10 August 2009, 17:00 | #40 | |
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I only went to the Probe offices for the last 2 weeks of a product and slept under the desk (literally). The powers that be used to be impressed by my dedication but it was more that I hated being there and figured if I didn't sleep I would be out of there sooner! The nightlife in Croydon isn't to be recommended There were some seriously good people at Probe, but there were idiots too. I enjoyed the engineering side rather than the game side, so I got a kick out of counting cycles and squeezing stuff in. The major benefit of a coin-op conversion was that the spec was fixed and fully documented i.e. the game already existed which makes the engineers job a lot easier, although testers always used to say things like "its OK but can we have twice as many things happening and it needs to be smoother/faster" MKI was OK, but MKII I liked as it was a development of the first. Plus the sprite routine had been really messy in MKI as I tried too hard to use partial hardware sprites before giving up with the timing issues. Primal Rage was very long winded in every sense, fitting everything in, lack of buttons on controllers, too many disks, too much disk swapping, program was big etc etc plus all along I knew the Amiga was really a dying format. |
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