31 October 2018, 22:08 | #621 | |
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However, unlike most other non-gaming systems of the time, the Archimedes could do it rather well anyway. Which should speak for itself. Besides, plasmab showed us that the system can do vertical scrolling just fine and offers two-pixel granularity scrolling using the hardware (so 1px scrolling only really needs half the work done - do one frame using the hardware and one using brute force). Personally, I rather like the Archimedes and the ARM2. Never owned one, but I can't help but like the idea of a computer design where everything was focussed on that getting that (for the time certainly) fast CPU working as well as possible. It certainly is a better design for that purpose than the average PC was. |
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31 October 2018, 22:37 | #622 |
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Amusingly... show me an Amiga game that allows arbitrary direction scrolling like the Archie does..
[ Show youtube player ] Honestly.. you 68K fanbois... locked to the X and Y axis like suckers |
01 November 2018, 06:33 | #623 |
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01 November 2018, 08:34 | #624 | |
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68k details
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You'd say the same about Doom or Quake though so i'm taking no notice. Just the usual jealousy that I've come to expect from Amiga fan bois. Its basically a top down first person shooter. First person in the sense that the map rotates around the player rather than the player around the map. Last edited by plasmab; 01 November 2018 at 15:26. |
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01 November 2018, 10:41 | #625 | |
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Point taken though, for the time and the technology that's really cool. Looks awful to today's eyes, but a noteworthy milestone nonetheless. |
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01 November 2018, 11:24 | #626 | |
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01 November 2018, 11:29 | #627 |
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Rotox released in 1990 did that and Operation Harrier
Last edited by Galahad/FLT; 01 November 2018 at 11:37. |
01 November 2018, 11:56 | #628 |
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68k details
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01 November 2018, 11:58 | #629 | |
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In many ways it a next generation Amiga, just lacking in the gaming graphics department, and released at a time when gaming was moving away from computers and on to consoles anyway. As you say, the hardware was very well designed and powerful for the time, taking full advantage of higher memory bandwidths available by then. |
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01 November 2018, 16:39 | #630 | |||
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Yes. That's a given with that resolution and isn't architecture dependent, a really fast machine can use subpixel precise rendering however that doesn't do much. Don't understand how anyone can think "repetitive gameplay" is relevant in a technical discussion... No they didn't. The whole point is that the Archimedes could use texture mapping. Quote:
Never "got" the OS myself, some ideas are really cool but in general Amiga OS is much better IMO. Quote:
Last edited by Megol; 01 November 2018 at 16:49. |
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01 November 2018, 16:55 | #631 | |
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As for repetitive gameplay not having a place in technical discussion I mostly (but not fully) agree. You could argue that if too many resources are taken up by the technical display trickery of a game, not enough CPU 'grunt' will be left in a frame to actually have competent gameplay logic (unless you let the frame rate drop). This may, or may not be why games such as Agony and Shadow of the Beast were lacklustre affairs in the gameplay department. Note that I'm not saying that this is definitely the case, nor that it is the reason for Axis seemingly having this problem, just that it may contribute. Heck, I haven't even played it - perhaps it only looks a certain way but turns out to be a blast to play. Wouldn't be the first time that happened. Last edited by roondar; 01 November 2018 at 17:04. |
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01 November 2018, 17:05 | #632 |
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There are so many rotozoomers in Amiga demos that it is really is surprising that nobody ever turned that into a game. But then rotozooming a picture is a different thing than constructing the picture from tiles. I have to admit that all games mentioned here make me feel dizzy and the only one that might be some fun is "Bob's Bad Day". Yes, fun isn't a relevant parameter here but we should consider the possibility that somebody back in the day decided that the technically impressive and perhaps possible way just sucked as a game and did not do it for this reason.
Anyway, I think that a more important factor than processor power alone would be the availability of chunky modes because what we see really is mostly simplified texture mapping. |
01 November 2018, 17:09 | #633 |
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Didn't Brian the Lion have some levels using a rotozoomer or similar technique? I swear I remember a whole 'lecture' in the Amiga magazines of the time about how happy the programmers were with the results (better than SNES mode 7 accuracy, and similar marketing gobbledegook).
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01 November 2018, 19:52 | #634 | ||
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01 November 2018, 19:59 | #635 | |
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01 November 2018, 20:09 | #636 |
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02 November 2018, 11:18 | #637 | |
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One really nice thing about the OS was that apps were self-contained. They were just a directory with a special file inside that told the OS it was an app, and all the app's files could be stored in there. Installing and moving it around was as simple as drag-and-drop, no installer scripts or assigns to worry about. Uninstall was as simple as deleting it. Having 3 mouse buttons was nice too. |
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03 November 2018, 14:29 | #638 | |||||||||||
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I have added some more info to my article about 68k series.
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Thanks for the mentioning. I'm very impressed. BTW it is at [ Show youtube player ] Last edited by litwr; 03 November 2018 at 14:49. |
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03 November 2018, 15:58 | #639 | |||
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2) There is in fact nothing stopping you from creating similar headerless 68000 code other than the OS used. Only not working because the OS doesn't support it => you are showing of an OS feature, not showing off the superiority of the ISA. To put it more simply: if you can't reproduce this 'fair advantage' using any non-DOS lineage OS, I'll correctly continue to consider it what it is: cheating. Quote:
If you feel this is wrong, I'm obviously more than willing to consider any evidence you wish to provide for your claims. Besides, even if you were correct (and I don't buy that for a second given the massive difference in MIPS figures), your $10000 figure for the 25MHz 486 in 1991 is still utter nonsense. Which, if you had like me, Googled for even 30 seconds, you'd have known. Quote:
Just like with the 486 above, I'm willing to consider evidence against this, of course, but until there actually is some, I'm going to go with the MIPS numbers instead. |
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03 November 2018, 17:11 | #640 | |||||||
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Btw an Amiga bootblock is also headerless (well, mostly). But running code that's not code (= data files) is quite dangerous so it's why it's better to not support this nonsense today. Why don't you just do an Atari ST version of your program, btw ? You would then notice that it's somewhat smaller than the Amiga version (OS calls are less powerful but simpler). But it's the same cpu. Does the code density of the 68000 change when put in a different machine ? Quote:
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I didn't speak about emulating 68000 or 80386 instructions. I just told that if i could use a 68k-like cpu i designed myself, it would beat the crap out of any x86 code you might write. It's not rare at all. 10 isn't a lot either. If you really want to see something that can use lots of registers, try writing a c2p (or p2c). Quote:
C is quite ugly, with all its curly braces everywhere (and meaningless : closing braces don't tell the type of block they end), parenthesis overload because of stupid operator priority, etc. Perhaps even Basic is (visually at least) a lot more beautiful. Quote:
French has many accents because they actually mean something, either to get a different sound (like "é", "è" which are different to plain "e"), or to mark the presence of a removed letter (like the "ô" in "hôpital" which marks the ancient "s" which is still present in english "hospital"). Quote:
But, hey, i was speaking about the line drawing algorithm... |
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