13 April 2024, 22:42 | #981 | |
Total Chaos forever!
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Quote:
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13 April 2024, 23:42 | #982 | ||
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Quote:
True, on AGA systems it's easier and a common workflow on 68030+ systems with AGA is indeed to have all GFX in Fast RAM and rendering down to Chip RAM. But that is not quite a fair comparison to a basic STe, now is it. Quote:
The STe shares those advantages and also has a Blitter & hardware scrolling to make it's GFX performance much closer to the Amiga (though the Amiga still has advantages left, like HW Sprites, the Copper and the ability to run in more than 16 colours per scanline). Acknowledging these advantages and equalisers exist is not dissing the Amiga, it's just being honest about the situation. Not too mention that the STe is a 1989 computer. It's not so odd that it managed to partially catch up to the Amiga's 1985 design by then. |
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14 April 2024, 09:08 | #983 |
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One of the most annoying lack of Amiga is not having HW flipx-y for sprites, and x for blitters. By doing that you can spare a lot of RAM!
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14 April 2024, 10:24 | #984 |
Inviyya Dude!
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14 April 2024, 15:02 | #985 |
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Like I said, we should do a game that resemble Metal Slug, but whitin Amiga capabilities: It can be done, look at Turrican 1-2.
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14 April 2024, 17:34 | #986 |
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Utterly. To be fair though, when this stuff was designed, there wasn't much of a precedent in video games for decent animation. I mean, they clearly thought that 'Robo City' was a really cool thing, even though anyone with an ounce of discernment at the time thought it was crap.
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15 April 2024, 10:39 | #987 | |
Inviyya Dude!
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Along with the x times planes mask with interleaved BOBs this is my biggest Chip RAM burner. |
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15 April 2024, 10:55 | #988 |
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they should have added some sort of display list that allows the blitter to do 6 blitz without chip aid.. Like I said many times, Amiga OCS needed some fixes
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