![]() |
![]() |
#141 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,033
|
Addams Family: 256x208
Toki: 224x200 |
![]() |
![]() |
#142 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,822
|
Thank you Mr TCD I was just assuming if they wanted parallax the same size screen as Toki would be needed.
|
![]() |
![]() |
#143 | |
CaptainM68K-SPS France
|
Quote:
1. The game was made for 512kb machines. with 1mb, the screen would have been bigger. 2. The amiga code was also shared with the ST version. |
|
![]() |
![]() |
#144 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,822
|
I think its probably more to do with the way the parallax is done, i.e having to redraw the background etc is a slow process.
|
![]() |
![]() |
#145 |
CaptainM68K-SPS France
|
|
![]() |
![]() |
#146 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,822
|
Exactly its very CPU intensive.
|
![]() |
![]() |
#147 |
CaptainM68K-SPS France
|
|
![]() |
![]() |
#148 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,822
|
Basically the way Toki does the parallax is very CPU intensive and a small screen helps a bigger screen would be even more CPU intensive.
|
![]() |
![]() |
#149 | |
CaptainM68K-SPS France
|
Quote:
I even wonder why no coders used this in other games. |
|
![]() |
![]() |
#150 | |
Registered User
Join Date: Sep 2022
Location: Eastbourne
Posts: 1,091
|
Quote:
Conversions and licenses particularly probably lost very few sales on the Amiga for not pushing the system, at least until stuff like Shadow of the Beast and Battle Squadron were out there to prove that (at least for arcade games) the Amiga could do more. Leading with the ST also made it easier to release all versions simultaneously, so one ad in C&VG / ACE etc cover all five systems, and every version was on the shelves together. Removing blitter effects and hardware scrolling usage was probably a lot harder than adding them - notice how, as the ST did decline in 92-93, the last games it got were mostly conversions of Amiga stuff which didn't use the Amiga's special hardware, so was quicker and easier to port down. |
|
![]() |
![]() |
#151 |
Registered User
Join Date: Jan 2020
Location: UK
Posts: 544
|
My last ST game was Lemmings 2 and that WAS very much a poor Amiga port to the ST. I mean there really needed to be an option to have sound effects only/music only for ST rather than having the music cut abruptly when the Lemmings got hurt or leaped into the exit! Horrible! I still completed it with a Bronze! I must have had more patience then!
|
![]() |
![]() |
#152 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,822
|
iirc Liquid Kids has a small screen, also no parallax.
|
![]() |
![]() |
#153 |
Registered User
Join Date: May 2023
Location: essex
Posts: 513
|
I looked at the SNES versions, on the starting screen the background is barely noticeable but in the other screens some of them look possible to replicate with 4 16 colour sprites re-used as a background layer like many other games did.
The Amiga version looks unfinished, "where is the backgrounds?" "we ran out of time!" etc Wiz and Liz has the same problem, nice enough but those solid single colour backgrounds are a bit 8-bit looking. I would never pay 30 bucks for either game on Amiga. |
![]() |
![]() |
#154 |
CaptainM68K-SPS France
|
|
![]() |
![]() |
#155 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,822
|
Probably wouldnt make much difference hardware scrolling.
But really for the way Toki does parallax it makes a difference. I was only pointing out the similarity in these Ocean games - possibly using the same engine/code. |
![]() |
![]() |
#156 | |
Dream17 / PortsCenter guy
Join Date: Aug 2004
Location: Los Angeles
Age: 38
Posts: 311
|
Quote:
This is an odd comparison considering the Mega Drive version of Wiz 'n' Liz - the only other system the game was released on - also had solid-color backgrounds. |
|
![]() |
![]() |
#157 |
CaptainM68K-SPS France
|
Michel Janicki has done a truly great job on Toki. His parallax in software should be a reference really.
Last edited by dlfrsilver; 10 September 2023 at 21:29. |
![]() |
![]() |
#158 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,822
|
Yeah Tokis great conversion
![]() Software Parallax could really go to another level on faster CPUs. |
![]() |
![]() |
#159 |
Registered User
Join Date: Sep 2022
Location: Eastbourne
Posts: 1,091
|
There's no way a 1Mb Amiga-hardware-using version of The Addams Family couldn't have smooth scrolling, a fullsize screen and all the backgrounds of the ST version. Plenty of games smoothly scrolled 32 colour screens with parallax scrolling in 512k, let alone 1Mb. It's sad that Ocean didn't allow extra time for that to be done, the days of software limited by the ST should have been long behind us by then.
|
![]() |
![]() |
#160 | |
Registered User
Join Date: May 2023
Location: essex
Posts: 513
|
Quote:
It's the difference between Blagger and Manic Miner really for me, visually speaking. |
|
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
The Addams Family Demo | Kitty | request.Demos | 11 | 13 July 2023 15:45 |
Addams Family Graphics glitches | MethodGit | project.WHDLoad | 8 | 16 April 2007 08:52 |
Flood II & Addams Family V1 | 7-Zark-7 | project.aGTW | 0 | 18 September 2005 17:30 |
Addams Family - Full Version Request | jcmoorehead | request.Old Rare Games | 7 | 14 August 2003 13:02 |
English version of Addams Family | dreamkatcha | request.Old Rare Games | 14 | 17 March 2002 13:57 |
|
|