English Amiga Board


Go Back   English Amiga Board > Main > Nostalgia & memories

 
 
Thread Tools
Old 24 November 2013, 18:18   #301
khph_re
Registered User
 
Join Date: Feb 2008
Location: Northampton/UK
Posts: 531
Quote:
Originally Posted by sokolovic View Post
Thx


Another things is when I see an advanced game like Jim Power, made in 1992, I don't understand why the technogical curve of developing amiga games wasn't evolving.
I mean, when you compare first generation Megadrive/SNES titles with the last ones, you can see how devs have managed to stretch out the technical specs of these consoles (Compares Altered Beast with Alien Soldier on the MD, it's impressive !).
In the contrary, on the Amiga, Battle Squadron was released in 1989 and I cannot see a better made shoot'em'up. Same for games like Apidya, Jim Power, Beast. All these games we're technically much more advanced than laters games. When you see Zool1/2 or Superfrog, it is hard to think that they we're released in 1993 !
...And I won't say nothing about James Pond III released in 1994 as an "AGA" game... :/
Well, the Amiga was a few years old by 1989, so quite a mature technology. Also, the Amiga sprite and copper tricks are better suited to vertical games than horizontal.

As already mentioned, many of the coders/artists had begun to move on by 1990-91.
khph_re is offline  
Old 24 November 2013, 19:30   #302
Mrs Beanbag
Glastonbridge Software
 
Mrs Beanbag's Avatar
 
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
Quote:
Originally Posted by Hewitson View Post
I do know what you mean, but at the same time I don't think you can get much more advanced than games like Turrican 2 or 3, Jim Power, etc on the 500 hardware. I think the Amiga programmers simply figured out how to get the most out of the hardware more quickly than the MD programmers did.
While these were all technically great games, I'm still convinced the Amiga was never really "maxed out". Especially AGA games were only scratching the surface. But after the Megadrive came out I think there wasn't so much interest in developing.
Mrs Beanbag is offline  
Old 24 November 2013, 20:15   #303
lifeschool
Local Moderator
 
lifeschool's Avatar
 
Join Date: Oct 2009
Location: Lancashire, UK
Age: 48
Posts: 1,637
Quote:
Originally Posted by Mrs Beanbag View Post
I'm still convinced the Amiga was never really "maxed out". Especially AGA games were only scratching the surface.
I couldnt agree more. Looking at the Final Fight AGA project and games like Fightin Spirit shows the Amiga was capable of so much more. Imagine No Second Prize as a flight sim and you have Starfox no problem. I'm 100% convinced full convertions of Sonic and Outrun were possible, and cut down versions of Ridge Racer and Tekken.

btw, Mrs Beanbag. I was forced at gunpoint to review Mr Beanbag AGA last weekend and was very embarraced to say the game was still 98% complete. As the review will be in a book which will stand forever as a testament to the Amiga PD scene, I feel it would be a great shame to spoil the review for the sake of hitpoints on the final boss....
lifeschool is offline  
Old 25 November 2013, 07:55   #304
Hewitson
Registered User
 
Hewitson's Avatar
 
Join Date: Feb 2007
Location: Melbourne, Australia
Age: 41
Posts: 3,773
Quote:
Originally Posted by Mrs Beanbag
While these were all technically great games, I'm still convinced the Amiga was never really "maxed out". Especially AGA games were only scratching the surface. But after the Megadrive came out I think there wasn't so much interest in developing.
I believe several games pushed the Amiga 500 very close to its limitations. I agree that the gaming possibilities of the AGA machines was not explored to any great extent.

Quote:
Originally Posted by lifeschool View Post
I'm 100% convinced full convertions of Sonic and Outrun were possible, and cut down versions of Ridge Racer and Tekken.
Sonic? Possibly. Outrun? Not a chance. The Sega arcade hardware of that time had incredibly powerful graphics hardware. The Amiga hardware is nothing short of pathetic in comparison.

Ridge Racer & Tekken on an A500? You're joking, right?
Hewitson is offline  
Old 25 November 2013, 21:46   #305
lifeschool
Local Moderator
 
lifeschool's Avatar
 
Join Date: Oct 2009
Location: Lancashire, UK
Age: 48
Posts: 1,637
off topic: I mean AGA for all four. With the extra bitplanes it becomes possible to match many arcade tricks and with 14mhz it is fast enough to do 25-50fps. As I say, if No Second Prize was somehow made up for AGA then Ridge Racer is possible. Lambo American Challenge has Outrun speed and smoothness on A500 so why not Outrun on A1200? If Hunter had those 3D polygons on the A500 then some form of Tekken was at least possible. All I'm saying is that with the right time and skills those games could have made it. I'm not saying Tomb Raider or Tenchu or Monkey 3 were possible, but Virtua Fighter and Virtua Cop may have been possible in some form of powerful AGA machine.
lifeschool is offline  
Old 29 November 2013, 16:26   #306
lifeschool
Local Moderator
 
lifeschool's Avatar
 
Join Date: Oct 2009
Location: Lancashire, UK
Age: 48
Posts: 1,637
Anyway, these questions I was always afraid to ask.

First question: In the outrun cabinet there was a scaler chip. Would a scaler chip inside the amiga have helped with display modes and sprite handling. I know the Amiga was a general machine, not built with games in mind, but would a 3rd party trapdoor add-on really make the machine 'arcade compatable'?

Second question: On a very fast AGA machine, is it possible to run mame, or software to emulate the scaler chip?, and have outrun running in 16 colours or whatever?

Third Question: As some arcades had 000 processors, surely it was possible to port the code directly and work around the custom chips and dma registers with a softare VM. Ok this may be very hard in reality, but is it possible?
lifeschool is offline  
Old 29 November 2013, 16:40   #307
s2325
Zone Friend
 
s2325's Avatar
 
Join Date: Jun 2006
Location: Gargore
Age: 44
Posts: 17,789
Have you seen flying level in Amiga game Borobodur? [ Show youtube player ] Fast and smooth, just like in Outrun from arcades.
s2325 is offline  
Old 29 November 2013, 20:17   #308
tin
Registered User
 
Join Date: Sep 2003
Location: chester
Posts: 415
Unfortunately, that's still nothing like outrun (or space harrier, or power drift) in the arcades. Also it doesn't look smooth but I'm guessing that's youtube (there's technology for ya!!)
tin is offline  
Old 29 November 2013, 23:16   #309
wanderer
I want an A1000
 
wanderer's Avatar
 
Join Date: Sep 2004
Location: Athens
Posts: 743
Exactly what is DiskDoctor CLI supposed to do? I clearly remember the one time it actually worked... I was so happy!
wanderer is offline  
Old 29 November 2013, 23:24   #310
prowler
Global Moderator
 
prowler's Avatar
 
Join Date: Aug 2008
Location: Sidcup, England
Posts: 10,300
DISKDOCTOR attempts to repair a corrupt floppy disk enough to allow you to retrieve files from it and copy them onto a good disk.

If AmigaDOS detects a corrupt disk, it displays a requester stating that the disk could not be validated. By using DISKDOCTOR, you can try to restore the disk's file structure.

After running DISKDOCTOR, you should copy the restored file to another disk, then reformat the corrupt disk.
prowler is offline  
Old 30 November 2013, 03:20   #311
lesta_smsc
Registered User
 
lesta_smsc's Avatar
 
Join Date: Feb 2012
Location: United Kingdom
Posts: 3,190
I used Disk Doctor on NDOS disks assuming I will be able to write to them afterwards as it was then accessible in Amiga Workbench although appeared empty... the game still booted though!
lesta_smsc is offline  
Old 30 November 2013, 13:55   #312
zipper
Registered User
 
Join Date: Mar 2004
Location: finland
Posts: 1,844
I once could repair a non working Lotus 1 game disk with Diskdoctor so it played 1/3 of the game. Later with DiskSalv (1.42?) I got the disk totally repaired. DiskSalv is a much, much better alternative.
zipper is offline  
Old 01 December 2013, 21:15   #313
Mrs Beanbag
Glastonbridge Software
 
Mrs Beanbag's Avatar
 
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
Quote:
Originally Posted by lesta_smsc View Post
I used Disk Doctor on NDOS disks assuming I will be able to write to them afterwards as it was then accessible in Amiga Workbench although appeared empty... the game still booted though!
Interesting!

I suppose it didn't find any AmigaDOS track headers so it only "fixed" the filesystem root, so perhaps didn't write over anything important. Copying any files onto the disk would have started overwriting game data at random though.
Mrs Beanbag is offline  
Old 02 December 2013, 20:32   #314
lifeschool
Local Moderator
 
lifeschool's Avatar
 
Join Date: Oct 2009
Location: Lancashire, UK
Age: 48
Posts: 1,637
A school friend nailed DiskDoctor when he said:
"DiskDoctor either fixes a disk completely or f#cks it up altogether." - so true.

Outrun aside, here's another question:
WHY where so many games made on the ST and then ported to the Amiga? Was this to cut down on system conversion time or was there a more practical reason?

Also, why didnt the Amiga have more commands in ROM. Simple stuff like Echo, Wait, EndCLI, Mem, List, Dir, Protect, CD and Rename were a PITA on an A500 because you had to make sure all those progs were pathed and in 'C' - otherwise it was:
"CD, bad command or file name"
"DIR, bad command or file name"
Surely it was better to make a COMMAND.COM and have it resident?
lifeschool is offline  
Old 02 December 2013, 21:31   #315
Leffmann
 
Join Date: Jul 2008
Location: Sweden
Posts: 2,269
Lack of time and ROM space most likely. Things got better in Kickstart 2.0 when these commands were all ROM resident, but the default Amiga shell has always been really poor. No automatic expansion of wildcards is probably my biggest gripe with it.
Leffmann is offline  
Old 02 December 2013, 21:47   #316
wanderer
I want an A1000
 
wanderer's Avatar
 
Join Date: Sep 2004
Location: Athens
Posts: 743
I've always been intrigued by Intuition, was too embarrassed to ask and could never understand what it was and its relationship with Kickstart and Workbench. Though Wikipedia seems to give a good explanation, I had to put this here.
wanderer is offline  
Old 02 December 2013, 22:27   #317
ShK
Registered User
 
ShK's Avatar
 
Join Date: Mar 2013
Location: Lahti / Finland
Age: 53
Posts: 453
Did the A1000 have an IBM CGA compatible monitor, which was able to use in the RGBI mode, or why does the Amiga have digital output?

http://en.wikipedia.org/wiki/Color_Graphics_Adapter
ShK is offline  
Old 02 December 2013, 22:40   #318
slaapliedje
Registered User
 
slaapliedje's Avatar
 
Join Date: Jul 2010
Location: Utah, USA
Posts: 517
I've been wondering, ever since I bought my A4000 a few years back, why no one has come up with a way (outside of UAE) to add more Chip ram? Either that, or make more things use fast ram. I realize (correct me if I'm wrong here) that it's the Agnus chip that handles how much chip memory is accessible, and the chip only allows 2mb. But there had to have been some sort of upgrade path planned, with the jumper on the board for (if memory serves, up to 8mb).

Indivision already did a socket over the Lisa chip to add VGA and / or DVI output, so I kind of wondered if a bypass/addon for the memory controller could do the same.

Then we could have higher (maybe even faster) resolutions with native AGA displays. I know if I switch to AGA/Indivision resolutions and I have it somewhat high (1024x768 or more) it starts to go really slow and I run out of chip memory frighteningly fast.

Heck, with a faster memory controller/bus for the chip memory, the whole system would be much faster. I have tons of fast ram, but the chip memory is a huge bottleneck.

slaapliedje
slaapliedje is offline  
Old 03 December 2013, 09:08   #319
ajk
Registered User
 
ajk's Avatar
 
Join Date: May 2010
Location: Helsinki, Finland
Posts: 1,341
The 2 megs of chip RAM is enough for "normal" video screenmodes, especially with FBlit (if you aren't using it already, get it!) etc., and power users always had the option of a separate RTG board which blows AGA out of the water anyway.

I'm not sure what exactly is needed to add support for more chip RAM, but it would require the redesign of probably several of the custom chips. Clearly this has been too much of a challenge so far. Perhaps one day we can stick WinUAE on an FPGA and have that updated chipset
ajk is offline  
Old 03 December 2013, 09:16   #320
TCD
HOL/FTP busy bee
 
TCD's Avatar
 
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,026
Here's a thread about it: http://eab.abime.net/showthread.php?t=69919
TCD is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Gamebase Amiga - 2 Questions Fiery Phoenix New to Emulation or Amiga scene 8 13 August 2012 12:31
Amiga CD32 questions pubzombie New to Emulation or Amiga scene 26 24 January 2010 16:27
A few general Amiga questions. Hougham support.Hardware 6 30 April 2008 22:13
Amiga A4000 Questions mfletcher support.Hardware 8 29 April 2008 10:51
Amiga 600 Questions JDunlap support.Hardware 14 20 January 2008 19:13

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 15:33.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.20282 seconds with 14 queries