01 May 2024, 19:23 | #3961 |
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I'm still not sure if David was just too stubborn to admit that the CD32 wasn't ready because there weren't many (I use that word loosely mind you) games for it or if he really believed the '32 bit CD console' hype would sell it. Either way Dangerous Streets was a huge mistake
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01 May 2024, 20:48 | #3962 | |||
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Pin count is important... RGA bus could be used also for DATA providing some functionality. Quote:
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01 May 2024, 21:14 | #3963 | |
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But for for sure that would be interesting to know the story behind packaging Dangerous Streets for the CD32. *He told to French magazine Joystick something like "I can assure you that Rebel Assault (one of the most anticipated game of that time) is not coming to the CD32". Very honest but not the best way to sell consoles. |
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02 May 2024, 02:04 | #3964 | |||
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Because most of this was covered by NDAs and developers didn't generally blab about it, a lot of the support Commodore provided probably wasn't known to the average Amiga fan. This may have given people the idea that Commodore wasn't supporting developers much, which isn't true. You should consider the possibility that your narrative is based more on ignorance than fact. Gail Wellington: far more than just a herder of CATS Quote:
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02 May 2024, 02:47 | #3965 | |||
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For modern open-source graphics drivers, refer to either Intel or AMD e.g. AMD supported Valve's Linux/DXVK/Proton Steam Deck. AMD had supplied Radeon hardware documentation for semi-custom platforms like MS's Xbox One/Series XS, Sony's Playstation 4/5, and Valve's Steam Deck. For the Amiga PowerPC platform, System 54's modern GpGPU of choice is AMD's Radeon GCN. Vulkan API assumes little endian and the Amiga is big endian. Vulkan API is based on AMD's Mantle API and is influenced by AMD-based little endian game consoles. Vulkan wouldn't change for the Amiga. Vulkan crushed NVIDIA's OpenGL NV_command_list extension alternative i.e. https://developer.nvidia.com/opengl-...V_command_list. Valve made sure DXVK is the defacto standard for Linux gaming. In the 1990s, Microsoft's Multimedia PC (MPC), Intel's PCI, and Legacy Plug and Play initiatives were defined by Microsoft and Intel, hence taking over the "gang of nine", hence "Wintel". The majority of OEM PC vendors do NOT oversee the PC platform. https://en.wikipedia.org/wiki/UEFI_Forum UEFI Forum's twelve promoter companies AMD, American Megatrends, ARM, Apple, Dell, Hewlett Packard Enterprise, HP Inc., (includes Compaq) Insyde Software, Intel, Lenovo, (formerly IBM's PC division) Microsoft, Phoenix Technologies. With the exceptions of Apple and ARM from the list, these are the "PC" standard committee members. PC clone motherboards are dependent on PC BIOS/UEFI vendors like American Megatrends, Phoenix Technologies, and Insyde Software and CPU microcode firmware from Intel and AMD. ISA bus adopted "Plug and Play" along with PCI. https://en.wikipedia.org/wiki/Legacy_Plug_and_Play This evolved into UEFI Forum. VESA still encapsulates "the gang of nine" with major additions e.g. Intel, AMD, NVIDIA, and MS. Refer to https://en.wikipedia.org/wiki/Video_...ds_Association Commodore has forked from Motorola reference designs with their custom platform i.e. Amiga custom chipset. Microsoft's DirectX Landing Page https://devblogs.microsoft.com/directx/landing-page/ and shows the basic end-to-end implementation of a simple first-person 3-D game using DirectX (Direct3D 11.2, Direct2D, Windows.Gaming.Input, and XAudio2) in a C++ app. https://learn.microsoft.com/en-us/sa...imple3dgamedx/ Microsoft's Visual Studio division is one of Microsoft's core competencies. AMD's GPUOpen initiative. https://gpuopen.com/ Intel has industry-leading C++ compilers, optimized math libraries, and optimized code samples. Quote:
Elf Mania's visual effect quality was rarely repeated. SNES has superior visual effect quality consistency. Commodore didn't provide Blitter assist C2P when Commodore's solution was Akiko C2P. Smaller 3rd party Amiga developers with extensive demo scene background figured out Blitter assist C2P. Mainstream game developers didn't bother with Amiga AGA's packed pixel problem. A1200CD addon had Akiko C2P. Microsoft ported Doom to Windows 3.1's Win32S/WinG (WinDoom) and Windows 95's DirectX (Doom95). Commodore should have hired Amiga programmers with extensive demo scene experience for its 1st party game studio and published optimized game code samples. Offical support impacts mainstream game developers. The Amiga lost Psygnosis' "techdemo" games support in 1993. Quote:
Psy-Q was an SDK created by SN Systems Limited and Psygnosis. Last edited by hammer; 02 May 2024 at 05:01. |
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02 May 2024, 04:47 | #3966 |
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I got talked into going to my nephew's football game.
He got put in as a goalie about 30 minutes in and let two past. They lost, I've just been calling him A1200 since then. |
02 May 2024, 04:52 | #3967 | |
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Star Wars: Rebel Assault 3DO port has 3 MB RAM. Star Wars: Rebel Assault Sega CD version was crap with 64 colors and 512 color palettes causing major artwork downgrades. CD32 has 2MB RAM. |
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02 May 2024, 05:10 | #3968 |
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02 May 2024, 05:23 | #3969 |
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02 May 2024, 06:17 | #3970 | ||||
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So this thread is about A1200, they absolutely f**cked up situation with A1000, then MAYBE they did something right when A2k came out but by the time A1200 came out it was all wrong again. Prove me wrong - with list of actual worthy apps made due to direct commodore's influence! No? Then screw you and your arguments! Last edited by Promilus; 02 May 2024 at 06:33. |
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02 May 2024, 07:01 | #3971 |
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02 May 2024, 08:02 | #3972 | |
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I say MOS IC manufacturing plant - underdeveloped, underinvested ... He says leakage and penalty. Reality check - AGA chips has to be outsourced to 3rd parties to manufacture and the company who took over the plant made business on it... I say ranger, he says it wasn't ready or tested. Reality check - Jay himself in interview admits it WAS READY AND TESTED before he left C= for good. I say r&d issues - he says it was all fine, they should focus on AA instead of AAA and it would be good. Reality check - there's already ill-fated C64GS development and C65 as well. AAA (or something like it) was actually more proper way to move forward, AGA was sidestepping and creating even bigger issue for the future. Also ... with no investment to IC manufacturing plants cost reduction by converging functionality of chipset into one or two actual chips (like PC) was impossible. So they did cut down cost in places which did hurt specification (and functionality of stock units). Really brilliant approach. Missed opportunity with Video Toaster. Mismanaged A300 project. No actual incentive to buy CDTV as they had no idea what to do with it and since developers DID NOT provide any killer app for the launch ... Yeah Missed opportunity with CD32 - again, too conservative specification and no killer apps at launch. Not secured any good titles going forward either. But it is not important because Commodore did create CATS! They did everything right, we're just too stupid too see that! |
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02 May 2024, 08:39 | #3973 |
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02 May 2024, 10:03 | #3974 | ||||||
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As a CDTV and CD32 developer I was disappointed with the sales of both, but not during development. We had high hopes for the CDTV, and the CD32 would have done better if Commodore hadn't gone bankrupt. The problem with the CDTV was that it was a concept the market wasn't ready for. CD-i had the same problem, despite years of development and support (the first 'authoring kits' were released in 1988). Philips poured a billion dollars into CD-i before calling it quits in 1994. Quote:
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A IV Evolution: A Ressha de Ikou 4 A.IV. Evolution (Hatsubai Kinen Gentei Set) Crime Crackers Geom Cube Kakinoki Sh?gi Kikuni Masahiko Jirushi: Warau Fukei-san Pachi-Slot Hunter King's Field Jikky? Powerful Pro Yaky? '95 Mahjong Gok? Tenjiku Mahjong Station: MAZIN Motor Toon Grand Prix Nekketsu Oyako Parodius Ridge Racer Special Collection Vol. 1 Tama: Adventurous Ball in Giddy Labyrinth Twin Goddesses Twinbee Taisen Puzzle Drama Some real killer games there - like '3D' Tetris, two Mahjong games, a 'puzzle drama' based on a 1985 arcade game, a collection of adventure games previously released in 1993 for the PC-98, a slot machine gambling game, a baseball simulation game previously released on the SNES, a couple of 2D shmups originally released in 1988 on MSX and 1990 on NES, a pretty poor looking dungeon game, an fps with Wolfenstein 3D style graphics, and a 2D fighting game. Can we say 'shovelware'? At least it did have Ridge Racer, a car racing game that wowed me for about 3 minutes before I became bored with it. Quote:
Last edited by Bruce Abbott; 02 May 2024 at 10:11. |
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02 May 2024, 10:06 | #3975 | |
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Although it was making some sense, in the A1200, to not put Fast to do not conflict, at an electronic level, with future expansions ; in the CD32 it does not made sense. You don't buy a console to extend it. The concept being to be the more "plug an play" as possible and with the most power. C= attitude was like having a super weapon in the pocket (the fast ram architecture ready) since 8 years and not using it when they needed it the most. But perhaps the console was made this way due to financial constraints and C= not enable, or not wanted, to pay for 4MB supply. If someone have the price of memory in 1993, it would be interesting to have an idea. Would be very interesting too, to have details about how decisions were made during the period of the CD32. I don't think we know much about it. Last edited by TEG; 02 May 2024 at 10:11. |
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02 May 2024, 10:33 | #3976 | ||||
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When it comes to stuff like CD-i ... did you see what kind of games there were and how CD storage was used in games? That was the problem, hardly anyone knew how to actually deal with over 600MB of data so they were making crapware hoping that fmv will just magically make bad game into a good game. Naah... Quote:
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02 May 2024, 10:37 | #3977 | |
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And so now that remind me that the C64 floppy disk drive connector use the technic of serialization. It left a bad taste in their mouths. Perhaps this is the explanation |
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02 May 2024, 12:00 | #3978 | |
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(SIO would be later cited as great inspirations for USB by its creator Joe Decuir) More likely Jay Miner was trying to avoid mimicking Atari ideas for legal reasons ... Last edited by Gorf; 02 May 2024 at 12:13. |
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02 May 2024, 12:19 | #3979 | ||
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[ Show youtube player ] [Edit] After watching Joe Decuir interview, I see what you mean Gorf. Jack sued personally Jay Miner for patents thief (Jack being at Atari) so Joe became invisible to avoid being involved and so left Commodore at the beginning of the Amiga adventure. Internals dissensions at C= played well into the hands of the competition. Quote:
Last edited by TEG; 02 May 2024 at 13:08. |
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02 May 2024, 14:17 | #3980 | ||
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More details about C64 and 1541 slow intercommunication https://en.wikipedia.org/wiki/Commod...t_and_software |
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