23 January 2018, 22:47 | #181 |
CaptainM68K-SPS France
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Welcome Touko
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23 January 2018, 22:57 | #182 |
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Thanks
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20 November 2018, 09:40 | #183 |
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It is incredibly difficult to get Wiki to agree to suggested changes that you know are correct with scans of media from the correct time period, which is why I gave up writing for the damned thing a decade ago now.
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20 November 2018, 09:51 | #184 | |
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If you specifically mean horizontally scrolling games then yes I suppose very few CPC games could come close to Sly Spy, however the joke of a port of Golden Axe to C64 vs CPC is another example of better than expected/competition. Then again Sly Spy and Chase HQ are horrible on the Amiga (excluding 5 minutes of code changes to replace Yamaha YM2149 routines with DAC based routines in C source code there's not much improvement!). Done properly and fully utlizing the chipset the Amiga would have had an envy level similar to the mythical sharp x68000 (which has no blitter and so also has horrible chase hq release...except for the music). Very very few games on either ST or Amiga come close to the host machine's capabilities sadly. How many into the screen racing games not written by Shaun Southern on Amiga don't make you embarrassed? Was there ever game that came close to the parallax polish of Salamander 1986 coin op on Amiga? Was there ever a decent 64 colour Amiga game? How many games use most of the Amiga chipset so well as Shadow of the Beast 1 overground level? (not even the following levels of Beast 1 that's what). Once you have played arcade quality games like Enchanted and Wrath of the Demon on the ST you know pretty much all released ST games were badly coded too. |
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20 November 2018, 09:57 | #185 | |
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20 November 2018, 11:28 | #186 | |
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During the horizontal blank, it's limited to 15 (or with a bit of fiddling, 16) colours per scanline. However, this assumes the copper is not used for vertical scrolling, horizontal line scrolling, sprite reuse, etc and as such might not be a realistic number depending on the game you're trying to make. You could argue that you can change more colours by starting partway through the scanline instead of only using the horizontal blank. This is indeed possible, but this either limits you to a static screen or becomes extremely difficult to do without colour clashing (unless you enforce certain colours to not be used on certain horizontal parts of the screen, which kind of defeats the purpose). |
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20 November 2018, 12:35 | #187 | |
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20 November 2018, 13:21 | #188 | |
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The idea of a game using 8 colours/scanline copper reloads sounds rather interesting. I believe the OCS version of the game Universe did something like this to achieve a psuedo-256 colour mode (with the actual number of colours being dependent on the screen shown). |
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20 November 2018, 14:41 | #189 |
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It's up to use to use the right and better display mode: or dualplayfiels or 32 colors mode. whatever will be, with copper we can add a lot of colors
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02 December 2018, 07:21 | #190 | |
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It's nice to have 32 colors, but if I had the choice, I'd rather go for a better framerate (50fps) and still have enough objects on screen. I concur, though, that the Amiga could have done better if its chipset had been used more. It's not the wonder machine for action games that some people want to make it, though. |
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12 December 2018, 21:10 | #191 |
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Ruff'n tumble engine would have been great for a metal slug conversion on amiga 500..
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15 February 2019, 15:08 | #192 |
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Well, it wouldn't have to be identical. It could be a quirky Amiga manifestation of the same idea.
I think the gameplay could be done, basically - maybe not as many enemies at once, not as many sprites, certainly, but if you look at Turrican II, and fit the 'Metal Slug' idea into that framework, I am sure something 'fun to play' could still be produced - after all, the Amiga -is- quite capable in the right hands. However, I would definitely rather see a proper AGA version that supports FAST ram and at least 68030 acceleration. Metal Slug has such -amazingly- beautiful pixel art that OCS/ECS can't do it justice IMHO. I would much rather see AGA representation of that pixel beauty. Metal Slug games are pretty much amazing - they're funny, they're energetic, lots of great action, so much stuff happening on the screen - and most impressive of all, the exquisite, beautiful, enormous amount of the most wonderful hand-pixelled graphics, animation, sprites, backgrounds, characters - even the explosions are completely unique-looking and inspiring to the MAX. Personally, I prefer 'original games' over conversions and ports that might be 'almost as good' as the original, unless you can add enough original 'Amiga touch' to make it stand alone and be a worthwhile version that deserves to exist (many C64 arcade and Amiga ports are like this - they become their own thing that celebrates what the C64 can do). |
15 February 2019, 15:13 | #193 | |
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You see, Turrican II, Speedball II, Lotus games, Golden Axe, Midnight Resistance, Chaos Engine, Stardust, Banshee, Hybris, Battle Squadron, Shadow of the Beast, Alien Breed, Superfrog, Shadow Fighter, Kid Chaos and a big amount of other games disagree with that statement. |
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15 February 2019, 16:00 | #194 | |
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That was the big issue the Amiga had - the hardware needed the game to be designed around it somewhat. If you started out with the Amiga hardware in mind it would look great, but if you were doing a port and have to work with an existing design it tends to suffer a bit. |
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16 February 2019, 08:32 | #195 | |
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Amiga can be great, but it's usually not capable enough for really great arcade conversions for anything released after 1985. |
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16 February 2019, 09:07 | #196 |
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I think one of the biggest issues with the Amiga and its users is down to the fact Amiga users want conversions to be 'identical'. Users of other machines accept the limitations of their machines and accept that identical conversions of most arcade games are simply not possible.. Amiga users on the other hand demand arcade perfect ports, which in many cases simply cannot be done!
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16 February 2019, 09:55 | #197 | |
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16 February 2019, 11:00 | #198 | |
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16 February 2019, 12:16 | #199 | |
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If these misguided people think it is possible, then let them show us! |
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16 February 2019, 13:30 | #200 | |
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Speedball II - 25fps Golden Axe - A poor conversion compared to the Megadrive. Chaos Engine - More 25fps ST shovelware. Stardust - Simply too difficult to be called enjoyable. Hybris/Battle Squadron - Two of the very best shmups on the Amiga, sadly they suck compared to MANY Megadrive shooters. Shadow of the Beast - Impressive graphics/sound, basically unplayable game. Rubbish. Superfrog - Yeah, compare to Sonic 3 and see what a pile of shit this game is. Shadow Fighter - Can hardly be compared to almost arcade perfect ports of SSF2T and Ultimate MK3, can it? We all love the Amiga but let's not make it out to be something it wasn't. It simply wasn't a great machine for games. The consoles absolutely ANNIHILATED it in the games department. |
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