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Old 07 June 2017, 17:15   #10
dlfrsilver
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Quote:
Originally Posted by AnimaInCorpore View Post
I'm afraid that even with reduced graphics (i.e. 16 colours) you will need more memory to store the sprites and other assets. I would estimate that the reduced graphics data still requires about twice as much memory compared to the arcade machine. So the real problem here is the design of the Amiga graphics system.
The problem Anima stands with the bitplans number.... CPS games use something like 8 bitplans in Amiga mode (considering that the CPS systems are planar to start with).

If the arcade needs 16mb (Ghouls'n'ghosts to name it), with only 16 colors, you lower the bar for the graphics storage.

For Ghouls'n'Ghosts STE, you will need 4mb of ram even with 16 colors for the whole game, also considering the amount of sprite frames and the diversity of the tiles for the whole game.

Ghouls'n'Ghosts should be working good on A500 with 4mb of ram (more if 32 colors mode is used), and in 64 or 128 colors on A1200.

I say this considering what you have achieved until now on STE on GNG.
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