Real AGA 256 colors game?
Sometimes you find AGA indication in the filegame. But these games are real 256 Colors?
I found this game that show that AGA game are not 256 colors. http://it.tinypic.com/r/2qveaop/9 |
That a game is AGA does not mean it has 256 colors on-screen.
USually 256 colors is a theoretical, improbable number. |
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surely you are comparing this amiga game with the SNES version which is the best one in this case lion king Amiga version is a bit buggy, lack some levels, some colors etc a real AGA game is something like olofight http://hol.abime.net/5806 buggy beat'em-up game but lot of AGA colors in the screen, you will see is impossible to make this game in the ECS chipset |
AGA has more to it than just the colours on screen. Yes, the maximum is 256 colours, but that will often be very slow. 64 or 128 colour modes also needs AGA (EHB mode aside), and AGA will also allow things like dual playfields with 16 colours each (ECS only allows 4 colours each), sprites up to 64 pixels wide (ECS is only 16 without combining sprites), and subpixel scrolling. So you can have a game that is still only 32 colours but requires AGA for the 64-pixel-wide sprites or super-smooth scrolling for example.
And then there are games that specify AGA simply because they need 2MB of chip RAM - they'll actually run on an ECS machine with 2MB of chip RAM, but such machines were probably rare amongst the gaming target market. |
Lion king is a 128 colors game.
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IrfanView can count unique colors on screen
Ace Ball 245 Alfabet Smierci 218 Albion 172 Abuse 154 Alien Breed 3D 147 ACSYS 123 1869 92 Aladdin 79 Action Cat 66 3D Space Battle 49 Alfred Chicken 44 Air Bucks 36 Fayoh 2 31 |
AGA in the 1200/4000(T)/CD32 was slow, especially without fast memory and an accelerator which was often the target hardware (lower spec=more users). FPGA AGA can be several times faster (FPGA Arcade, MIST, SAGA, etc). My Mediator with Voodoo 4 RTG is over 100 times faster in 640x480 256 colors on average than AGA compared with similar CPU performance.
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That's because it is too slow for moving around 256 colors. For adventures with static screens probably is fine.
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A lot of AGA versions simply improve on the A500 versions by using AGA dual playfield to add an additional 16 colour backdrop.
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I would love to see someone double buffer color changes using the bank switching in dual playfields and Graphics.library's MrgCop() capabilities. So many people bang the hardware that there are few example codes that do system friendly copper lists in C using Graphics.library.
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Aladdin have these vertical lines which were more common on Mega Drive which will work only with CRT display.
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AGA is slow only in high resolutions ie 640x512 or 640x400 you are right it sucks but in low resolutions 320x256 is very fast even faster than any RTG on the Amiga ie quake in AGA /256 colors running at 320x256 is a bit faster than RTG similar resolution also in lot of games ported from PC versions, the AGA version running in 320x256 is always faster than RTG |
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However when it comes to games like Lion King AGA definitely helps due to hardware scrolling, dual playfield, sprites and similiar functions. |
AGA might be faster than RTG on ZorroII - max 7 megs/sec vs. 3½.
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