03 February 2012, 00:29 | #81 |
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03 February 2012, 00:51 | #82 |
Going nowhere
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03 February 2012, 02:45 | #83 |
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Ladies, please. Let's get back to the real issue which is why you're not teaming together to make a 1:1 port of Sonic as we speak.
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12 February 2012, 13:16 | #84 |
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Well, providing that you're referring to 8 bit version of Sonic (Master System and Game Gear) you're right, they were fairly close in terms of speed/smoothness. But when it comes to comparison between Super Frog (nice game btw) and Genesis/MegaDrive's rendition of Sonic.. well, computer says NO.
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12 February 2012, 13:53 | #85 | |
Gets there in the end...
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Quote:
These days with anything (handheld, phone, computer, console) more powerful than a 386 you can play Megadrive games perfectly anyway. |
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12 February 2012, 15:54 | #86 |
TinkerTailorContentMaker
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I still think a perfect conversion of sonic would and could have been possible on the Amiga but it would have been highly unlikely, we know the evidence is there, just look at the games/demos that stick a middle finger up to it`s own hardware limitations..
The coding talent pool did exist to pull it off but was spread over too many different developers and demo sceners, it would have taken a massive effort to bring them all together and work on the game. Coders have been and will continue to defy the limit that is set out in front of them. The real trouble was down to publishers and lack of real interest to develop the game on the Amiga, at the time Sega was really pushing the Mega Drive brand with Sonic and wanted to keep its IP synonymous with its own machine. |
16 December 2015, 21:05 | #87 |
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Speaking of Sonic for the Amiga, it was once in development by US Gold! http://info.sonicretro.org/Sonic_the...og_%28Amiga%29
That's a version I'd love to see tracked down by AGTW, but I very much doubt that there'd be any remains anywhere. |
16 December 2015, 21:32 | #88 |
Glastonbridge Software
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it also probably wasn't very good, although the Master System version would certainly have been do-able (and was the best version according to some people).
A pretty accurate version of Megadrive Sonic is possible on stock A1200, i'm convinced, but not A500 without some trade-offs somewhere, most probably in terms of parallax effects, but tricks could still be pulled. |
16 December 2015, 21:47 | #89 |
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I think than rather start from scratch its probably easier to poke around and change sprites and sounds from Kid Chaos, its the closest Sonic game the Amiga had, still amazes me it was on the A500.
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16 December 2015, 21:57 | #90 | |
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This game was never, ever developed, despite many magazines hinting that it was. |
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16 December 2015, 22:08 | #91 | |
TinkerTailorContentMaker
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Oh dear god, I just read my last comment.. on reflection I may have been talking crap lol
Quote:
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16 December 2015, 22:24 | #92 |
Zone Friend
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2 screenshots mixed:
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16 December 2015, 22:31 | #93 |
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The fact US Gold were involved was never a good sign, thankfully Sega cancelled all the licences and decided to make Sonic their mascot.
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16 December 2015, 23:32 | #94 | |
Glastonbridge Software
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Quote:
EDIT yes i found them Last edited by Mrs Beanbag; 16 December 2015 at 23:43. |
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16 December 2015, 23:47 | #95 |
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17 December 2015, 04:21 | #96 | ||||||||
Code Kitten
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Quote:
Just thinking this might have happened sends cold shivers down my spine. There would have been no better way to hasten the demise of the Amiga than such an horror. The worst of all being that US Gold would very likely have made money for such a crime. Quote:
How loudly do I need to purr for you to post a video of it in action on Youtube? With this, let me resurrect a few old posts from this thread which deserve a clear answer: Quote:
Get rid of the parallax and the rest is easy, or keep it and sacrifice a few other things (bob colors, etc.). AGA: again, Lady Beanbag hinted this was potentially possible and a version could get pretty close but a MegaDrive is quite powerful so it is hard to be certain. Remember that a MegaDrive can output 320 pixels of 16 colour non repeating sprites per scanline without CPU intervention or DMA cost. Its dual playfield mode has double the colours than that of the Amiga and also comes for free without any DMA penalties. Really good games can even exhaust the sprite list mid screen and send a new one via DMA in order to draw even more sprites on screen (a-la copper). A game that really exploits well the hardware is simply impossible to convert 1:1 on OCS, and possibly doable but hard on AGA. Quote:
One only needs to scroll 320 / 50 = 6.4 pixels per frame to scroll an entire screen per second. Sonic's maximum scrolling speed is very comfortably within the Amiga limits. Quote:
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To your knowledge, can the Amiga OCS do all of the following at the same time? 63 colours per scanline. 15 colours per playfield per scanline. 32 colours per scanline for sprites. 320 pixels of non repeating 16 colour sprites per scanline. CPU has full access to RAM without penalties. Because the MD can. And Sonic makes a quite good use of these. (The answer is "no" btw.) I think that one or two levels of Sonic can be done very close to 1:1 with some very clever (and difficult) tricks but the others require a downscale. They will still look nice, but they won't be 1:1. Quote:
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Number of colours per scanline? That's 32 or 16 maximum if you want to be able to move a lot of objects. If you want EHB's 64 you must forget moving lots of objects because each bitplane reduces the blitter speed. And if you want full screen parallax you have maximum 15 colours per scanline and the same number of bitplanes and limitations than EHB. Great and technically impressive games on the Amiga were made because they were very carefully tailored to these limitations and CodeTapper's site does a fantastic job of explaining that. All the technically great Amiga games sacrifice a few things in order to play to the Amiga strengths. Sonic 1:1, generally does not allow these sacrifices, it wants everything at the same time: colours per scanline, full screen parallax and many objects. In some levels (the first notably and maybe the second), there might be ways to play to the Amiga strengths by exploiting the level structure and colour scheme but the rest of the game requires drastic adaptations. Last edited by ReadOnlyCat; 17 December 2015 at 04:26. |
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17 December 2015, 12:01 | #97 | ||
TinkerTailorContentMaker
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Quote:
Quote:
I blame those damn coders that made Elf Mania, clearly a superior alien race, sent to earth on a mission to push the Amiga past it's limits. |
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17 December 2015, 12:05 | #98 |
Phone Homer
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1 on 1 graphicly or gameplay wise
I had a go with Exl's excellent superfrog editor http://eab.abime.net/showthread.php?t=38016&page=3 |
17 December 2015, 13:34 | #99 | |
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If an unofficial version ever gets made may I suggest the title "Cronic The Groundhog!" Last edited by lordofchaos; 17 December 2015 at 13:39. |
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17 December 2015, 13:40 | #100 |
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Good job Boo Boo! Did anything come of your little Sonic project? Is there a Iso you could upload to test?
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