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View Poll Results: What is the preferred format for a new amiga game?
A500 41 38.68%
A1200 65 61.32%
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Old 24 April 2016, 07:11   #101
alpine9000
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I am doing a game that will run on any 512kb and above Amiga.

The reason I am aiming for such a low spec is because it's my first Amiga game, and first game in pure asm. I wanted to limit the complexity such that I can actually finish it in a reasonable time.
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Old 18 June 2016, 07:08   #102
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Originally Posted by blade002 View Post
Yes I agree with everything you've said here, I was thinking the same thing when reading this thread.

For the past 24 years we've been hearing "AGA hardware hasn't been pushed to it's limit" and nothing has ever come to fruition ever since the Amiga's already aforementioned AGA titles that really did make fantastic use of the AGA Chipset.
I would be more moderate.

The 1200 is underpowered compared to the 500 and it is much easier to push it to its limits since the chipset is too slow for its best graphic modes but it has enough potential to provide close to arcade perfect ports of many (but not all) 80s games. I for one would have appreciated to have Capcom/Taito/etc "classics" collections for my 1200 at that time...

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Originally Posted by DanScott View Post
Maybe i should just port Truxton to A500 to show it can be done

Then we can think about the possibilities of an AGA hardware pushing monster!
It can be done. But it is not going to be perfect or easy.
Also Truxton is already on my list. Tell me if you start the port so I can avoid it.

Quote:
Originally Posted by alpine9000 View Post
I am doing a game that will run on any 512kb and above Amiga.

The reason I am aiming for such a low spec is because it's my first Amiga game, and first game in pure asm. I wanted to limit the complexity such that I can actually finish it in a reasonable time.
I think this is a wise choice, you can target more complex systems once you get some hands on experience. Have you chosen what you will do?
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Old 18 June 2016, 07:23   #103
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Originally Posted by ReadOnlyCat View Post
I think this is a wise choice, you can target more complex systems once you get some hands on experience. Have you chosen what you will do?
Yes - you can ready about it here
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Old 18 June 2016, 08:35   #104
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Originally Posted by alpine9000 View Post
Yes - you can ready about it here
Oh, damn, I knew that one. For some reason I did not associate them together.
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Old 18 June 2016, 08:40   #105
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Originally Posted by ReadOnlyCat View Post
Oh, damn, I knew that one. For some reason I did not associate them together.
Yeah, seeing as I cannot find an AGA machine to buy, I think my next game will still be A500/OCS, maybe 1mb this time. Hopefully this one will be more memorable
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Old 19 June 2016, 05:47   #106
Minuous
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@alpine9000:

No need to buy any hardware, all can be done via WinUAE.
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Old 19 June 2016, 05:58   #107
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@alpine9000:

No need to buy any hardware, all can be done via WinUAE.
Emulators are great and I use them more than my Amiga, but I still get a big kick out of running on the real hardware. So I can't see myself writing something that doesn't work on at least one real machine that I own.
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Old 19 June 2016, 06:23   #108
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Originally Posted by alpine9000 View Post
Emulators are great and I use them more than my Amiga, but I still get a big kick out of running on the real hardware. So I can't see myself writing something that doesn't work on at least one real machine that I own.
Plus, while testing solely on emulator you miss a large number of issues which appear only on the real hardware.

This is not specific to the Amiga btw. The games industry mostly develops console games on development kits with additional memory, storage medium and extra debugging capabilities but we always do tests on customer hardware because there are always differences between a development environment and the hardware that people have in their homes.

Unless you test on the real thing you are never sure your code actually works.
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