10 August 2024, 18:30 | #21 | |
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10 August 2024, 21:12 | #22 | |
BiO-sanitation Battalion
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The configs that I'm aware of being tested are the ones already reported in this thread. B |
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10 August 2024, 23:06 | #23 | |
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Nope can't get it to work on my big box Amiga. Will try on my Pistorm32 A1200 when it's set back up. |
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Today, 03:12 | #24 | |
old bearded fool
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Reptile and Liu Kang moves around, but the bar colors looks different compared to your screenshot. Last edited by modrobert; Today at 05:18. |
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Today, 10:39 | #25 | |
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Today, 10:57 | #26 |
Thalion Webshrine
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Today, 12:09 | #27 | |
Inviyya Dude!
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Today, 14:31 | #28 |
This cat is no more
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What were they thinking when they decided to go 256 colors planar-only with the same old blitter and 2MB chip?
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Today, 15:10 | #29 |
Thalion Webshrine
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See other threads. Lets not go off on a tangent about chipset design fauxpas. Nothing we can do to change it now and still use our classic Amiga chips. Best to talk about what tricks / tips we can do with what we've got. e.g. HW sprite multiplexing etc.
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Today, 16:52 | #30 |
This cat is no more
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You're right! I just could not help commenting. I don't know any action games using 256 colors. AGA is mostly used for big sprites / 16+16 color dual playfield, and sometimes maybe 64 or 128 colors max.
I'm one of those who think that all games should run on vanilla A1200, but sometimes a bit of fastmem helps! For me the goal is to play on the real hardware. Now the definition of "real hardware" may vary. Last edited by jotd; Today at 17:00. |
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