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Old 17 June 2017, 21:17   #21
albino
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Next, theirs games used the DLS system, aka Dynamic loading system. It allows to use the computer like a coin-op machine, with almost no limit out of the disk space.
I'm not an expert, but it seems to me, sales curve, reflection etc, find tricks which are allowed by the amiga hardware that allowed them to reach the extra mile...ocean france weren't that good...but they did pretty good conversion

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Old 17 June 2017, 22:19   #22
dlfrsilver
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Originally Posted by Galahad/FLT View Post
Denis, its still not dual playfield
Please explain yourself. Inside the source code, you have what the programmer called the xscroll1 and xscroll2.

xscroll1 is the X of the foreground plane, and xscroll2 the X of the background plane.

It's done in software, but mechanically, it's a dual playfield.
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Old 17 June 2017, 22:21   #23
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Originally Posted by albino View Post
I'm not an expert, but it seems to me, sales curve, reflection etc, find tricks which are allowed by the amiga hardware that allowed them to reach the extra mile...ocean france weren't that good...but they did pretty good conversion
They were specialized in coin-op conversion, and honestly, Toki, Pang, Snow Bros all display more than 60 colors.

Pang use a display made of 4 stripes, each having its own 16 colors palette. As such, Pang is a real 64 colors game.

Snow bros i did the color count, the average screen layout (sprites + backgrounds + HUD) totals more than 60 colors.

Toki displays between 48 and 64 colors thanks to the copper driven palettes.
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Old 17 June 2017, 23:20   #24
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Originally Posted by dlfrsilver View Post
Please explain yourself. Inside the source code, you have what the programmer called the xscroll1 and xscroll2.

xscroll1 is the X of the foreground plane, and xscroll2 the X of the background plane.

It's done in software, but mechanically, it's a dual playfield.
Toki is a 32 colour game in 5 bitplanes.

There is NO such thing as a software dual playfield, if that were the case, there would be no need for a hardware dual playfield.

You clearly don't understand how dual playfield works or why its beneficial in
some games.

If Toki was a genuine dual playfield game, it could write and blit whatever it
liked over the foreground layer, knowing it would not write anything to the rear layer.

Toki has to reblit and redraw EVERYTHING because writing to the foreground layer is a misnomer as it writes over the background layer as well.

It is NOT dual playfield, and I don't give a shit what it says in the source code.

the programmer can call his routines whatever he likes, but Toki is not dual playfield in the commonly understood way.

Please drop it Denis ffs!
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Old 20 June 2017, 23:56   #25
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I thought the Amiga version compared nicely to e.g. the SNES version...
But speaking of color palettes etc... *someone* has to mention the eye-killing color palette of the Amstrad version of Op Thunderbolt ;-)
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Old 21 June 2017, 09:34   #26
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Originally Posted by eXeler0 View Post
I thought the Amiga version compared nicely to e.g. the SNES version...
But speaking of color palettes etc... *someone* has to mention the eye-killing color palette of the Amstrad version of Op Thunderbolt ;-)
I just love it Same as Operation wolf

anyway, those two games are CPC triple A releases. Ocean sold truckloads of them on the Amstrad
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