17 January 2020, 13:25 | #141 | |
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However, in games you tend to have a whole bunch of objects and not just one very big one. Basically, if you want to draw as many 32x32 objects on screen as you can, the MD will definitely win. So I guess it'd be more accurate to say the MD wins at "big numbers of reasonably sized objects". This just so happens to be what most action games need most of the time, which is why I say the MD wins in that category. Now, if your game relies heavily on many separate small objects (16x16 or smaller), this changes and the A1200 starts to take the lead. |
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17 January 2020, 13:39 | #142 |
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I was mostly thinking about big bosses tbh. You can use just a couple of hw sprites to fill about 40% of screen or so.
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17 January 2020, 13:54 | #143 | |
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Anyway, the MD can do this as well - just cut the big baddie up in blocks of 32x32 pixels, which is why I didn't see an advantage. |
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17 January 2020, 15:02 | #144 |
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Sure, but then, after using about 60-70 sprites to do that, how many sprites would've been left for enemy bullets etc after that? Not many I guess. Anyway, that's obviously a very specific scenario, so....
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17 January 2020, 15:46 | #145 |
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If anyone has a good idea of how many objects/Bob's(round balls 16*16 are classic) can be displayed on screen on an A1200 it should be McGeezer.
And there's always more interest in Games that work on non expanded spec, it's more interesting anyone can make a game run on endless Ram and CPU. |
17 January 2020, 15:54 | #146 | ||
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Perhaps an A1200 test might be nice to do as well. Quote:
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17 January 2020, 15:57 | #147 |
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Well LowRes I don't know maybe 64colours or Dual Playfield.
Yeah maybe but that's just hear say and not with any game logic or scrolling. |
17 January 2020, 16:03 | #148 | |
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It was just meant as a ballpark number by the way, nothing more. Take it as you will. |
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17 January 2020, 20:50 | #149 | |
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McGeezer, After doing Rygar, How many games do you think you could of coded or ported for the Amiga back in 92 -> Dec 94 using the tools available back in the day working full time?!? |
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17 January 2020, 20:54 | #150 |
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Is this double buffered or single screen update? I'm guessing this is with out a music routine as well?
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17 January 2020, 21:23 | #151 |
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I'm not sure as it depends on the game. Some could have been done quickly... others slowly... others not at all because when I was 17 I wasn't mentally tough enough to code games.
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17 January 2020, 23:32 | #152 |
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No sprites, no music, using three buffers (double buffer+pristine buffer for quick restoring). No special Bob trickery. Merely to get an indication of what normal bobs can do on the A500.
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18 January 2020, 05:51 | #153 |
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I used MiAMI. I was getting around 3-4 KB/second, which was for the times okay for browsing (text only, images turned off in AWeb), e-mail and games from Aminet.
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21 January 2020, 09:13 | #154 |
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A1200 without any doubt!
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04 July 2021, 23:17 | #155 |
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Much more resources were used to make Megadrive games. Look at Mercs, the Amiga version was rushed by a guy that made also the ST version. Not the developers fault, he did what he could in the time that he had. Amiga version in OK but MD version is just great. Given the same resources for developing the Amiga version could have been great too.
If I would have to choose one machine I would choose A1200. There is so much more you can do with it than just playing games. |
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