17 January 2019, 08:04 | #2021 |
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Probably all of them.
(of those already happened by the time of pre-release) |
17 January 2019, 16:39 | #2022 |
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Why did some Amiga 1200 motherboards have detachable mouse ports?
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17 January 2019, 16:57 | #2023 |
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This is just a guess, but most likely it was to make the board a little bit smaller and therefore cheaper to manufacture. The little mouse port PCB was perhaps nested in the empty space where the accelerator would go, and in later models replaced entirely by just a connector and cable.
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17 January 2019, 17:38 | #2024 |
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Yep, that's most likely it. PCB manufacture is generally costed on the rectangular footprint of the board. On the A500, they put the A501 PCB in the space left by the trapdoor, and on the 1200 they originally seem to have put the RTC expansion there. When that didn't become a big thing, it made sense to move it to that space instead. That was with the 2B boards, though the board was initially made shorter for the 1D4 boards with the mouse port on a cable. (It was also apparently planned for prior revisions too, since they have the pads for the internal connector). Presumably the cost of the cable assembly was more than the PCB assembly...
Edit: You can actually see this by looking at the PCB layout of the 2B motherboard on http://www.amigapcb.org/ (can't link directly to it, but you can select A1200 2B and see both the mouse port PCB and the proposed RTC expansion in the space at the bottom right of the board). |
01 February 2019, 20:31 | #2025 |
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Ok, so we got PAL (25fps) for Europe, and we have NTSC (29fps) for U.S. as a TV standards.
Yet, there are a 50 fps Amiga games, and we feel they are smoother opposing to games with 25 fps. How and why do we feel difference if TV is "locked" to 25 fps? |
01 February 2019, 20:56 | #2026 |
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pal is 50 FPS NTSC is 59.97 or something just shy of 60 FPS.
Games running at 25/30 are updating half the available frames. So will appear less smooth as there are less updates between movements. |
01 February 2019, 22:10 | #2027 |
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The analog television signal is interlaced. This means it's 25 frames per second, but 50 fields per second (or 30/60 in North America). A field is one half of a frame, either the odd or even lines.
Back when TVs were first made, it was noticed that 25 Hz would be too flickery, but there was not enough bandwidth and processing capability to transmit 50 frames each second at a good resolution. So, only one field was updated at a time. This gives the illusion of both relatively high resolution when the picture is static, but also smooth motion when it is not. Most games on the Amiga use a low resolution such as 320x256, essentially one field, so even though technically they run at 50 fields per second, it's pretty much the same as 50 low resolution frames per second. |
01 February 2019, 22:29 | #2028 |
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Not just 'pretty much', but exactly the same. When you keep transmitting the same field, one field equals one frame.
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02 February 2019, 06:21 | #2029 |
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Yes, only apart from the terminology. From the TV's perspective having just odd or even fields coming in is unusual and some devices might have issues with the signal (I've had some older LCD TVs and also capture devices get quite confused ).
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02 February 2019, 14:40 | #2030 |
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Thanks guys.
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18 February 2019, 13:18 | #2031 |
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Luca's adventure games are based on SCUMM.
In terms of the SCUMM engine, is there a big difference between the available Amiga games (Zak McKracken, Maniac Mansion, Loom, Indy III, Indy IV, Monkey I, Monkey II) or is it the same engine ? Last edited by malko; 18 February 2019 at 13:25. |
18 February 2019, 13:50 | #2032 |
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Same engine.
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18 February 2019, 16:16 | #2033 |
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Each engine was specifically built for that game. They share some common code, but are not interchangeable.
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18 February 2019, 16:17 | #2034 |
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Do you know ScummVM? It's a Scumm Engine (Virtual Machine) that runs on Windows, Linux but also many other platforms including some gaming-consoles and AmigaOS4. It just uses the data-files of the games and is able to play most of them. There also is a compatibility list on their homepage.
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18 February 2019, 18:13 | #2035 | ||
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Quote:
Quote:
Thus my question, was the engine the same (evolution excepted). I mean if we took the last engine (let's say Indy IV) could it be used to run previous game ? |
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18 February 2019, 18:31 | #2036 |
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I think these all use the same older engine:
... Indiana Jones And The Last Crusade: The Graphic Adventure ... Loom ... Maniac Mansion ... The Secret Of Monkey Island ... Zak McKracken And The Alien Mindbenders Whilst these use the newer engine: ... Indiana Jones And The Fate Of Atlantis: The Graphic Adventure ... Monkey Island 2: LeChuck's Revenge |
18 February 2019, 18:55 | #2037 |
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According with the Italian Wikipedia Entry on SCUMM there are 9 versions of the engine.
Amiga games used versions from 2 to 5: Version 2: ... Maniac Mansion ... Zak McKracken And The Alien Mindbenders Version 3: ... Indiana Jones And The Last Crusade: The Graphic Adventure ... Loom Version 4: ... The Secret Of Monkey Island Version 5: ... Indiana Jones And The Fate Of Atlantis: The Graphic Adventure ... Monkey Island 2: LeChuck's Revenge Oddly, the Wikipedia english entry does not report the information on the different versions. |
18 February 2019, 19:02 | #2038 | |
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Quote:
You can try replacing the data files of one game with another if you want : the game won't even start properly. Even if it seems to be the same engine revision (e.g. Loom can't play Indy3). There are also changes in data files layout which makes some versions completely different (small xx.LFL vs larger files). ScummVM has to know which game it is to be able to load it. |
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18 February 2019, 19:29 | #2039 |
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Thanks for your answers guys
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18 February 2019, 19:49 | #2040 | |
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Quote:
I guess it's because there is no maintainer. I should really fix that |
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