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#301 |
Hobby/Indie gamedev
Join Date: Jan 2015
Location: Southern Sweden
Posts: 110
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It's already been mentioned, but I'd say the Amiga should've been more or less bundled with a good joypad. IIRC they were working on controllers during the secret early development, as a sort of front for the company. Then we all ended up with Tac-2s.
I didn't like Amiga Basic. It was rather unwieldy to use. It would've been cool to boot into a more powerful terminal-basic combo. I wonder how that would've played out, with intuition on disk instead... bad for chipram likely. Generic (useful) 16 colour palettes is one of my favourite topics. No matter what, one has to make a decision on style and sacrifices though. It's useful to pixel a few things (as many as possible really) as it's incrementally informative. Often I end up changing the palette to accommodate for the new subjects while supporting the old. Generally I'd say the palette should feature not just graphical/popping colours for text (RGBY), but also skin tones and nature colours, and most old palettes don't do those well. Here's my 16 colour AMOS default palette (WIP), with 16 sprite register colours which are hue offset. It's arranged in 4 colour ramps so blitting tricks can be used to shade/highlight. ![]() I also have a few palettes on my site. |
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#302 | |
Registered User
Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,710
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Quote:
A similar technique was used to produce 16 colors in 'Lo-res', using patterns of dots to create 1/4 clock phase changes. Again there is no fine control over the colors produced, so the palette looks a bit peculiar. Color on the Apple II That crude system became a big problem for 'Euro' Apples. Changing the frame rate to 50Hz was easy, but producing the correct colors in PAL wasn't. The technique used for NTSC doesn't work because the pixel frequency is wrong, but even if it wasn't the colors would come out different because PAL and NTSC have different phase values for each color. Take a look at the Eurocolor schematic and you will see... a bunch of resistors used to generate voltages related to the color of each pixel, which then become the U and V inputs of a PAL color encoder. |
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#303 | |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
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it's a funny thing, they never seemed to know whether it was supposed to be for games or not. yes it's not just a console, it's a computer, so it can do so much more than games. but then they'd bundle the Amiga with games but not with a joypad/joystick of any kind so how were you supposed to play them? we had Quickshot 2 already though, from previous computer.. |
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#304 | |
Registered User
Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,710
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Quote:
A good joypad is more important for a console system because it is the only interface. The Sega Megadrive had a good joypad, but it wasn't released in Europe until late 1990. Most console machines before that time had crap joypads or joysticks. Meanwhile many games on the Amiga used the mouse and keyboard for more precise control and more functions, whereas console games forced you to use a joypad even when it wasn't appropriate - because that's all they had. |
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#305 | |
Amiga user
Join Date: Nov 2008
Location: Sofia / Bulgaria
Posts: 472
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Quote:
Commodore instead of creating Amiga specific and unique joystick, left third parties to offer crap joysticks, including the Atari CX40 joystick: [ Show youtube player ] Imagine playing Street Fighter 2 with such handle called Joystick... |
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#306 |
Banned
Join Date: Sep 2011
Location: Cardiff, UK
Age: 51
Posts: 2,871
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In my experience of such controllers in the early 90s, it was the one-button joysticks that I had on both the Atari ST and Amiga, in addition to the (native) mouse control that both systems enjoyed. All the joysticks I ever had only emphasised one button, which confused me when I found out that the Amiga computers had apparent support for TWO-button joysticks.
And when I found out that the CD32 had multi-button support in its basic crap controller, including shoulder buttons, I was like OY VEY, how the HELL did they pull that off? Come to think of it, how did they? |
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#307 | |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
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In fact this is also how the Megadrive pads work, well they don't work like a serial connection they are simply multiplexed on that extra output line. However a Megadrive pad won't work on an Amiga straight away because two of its pins are swapped around. I always wanted to make an adapter that swapped them around to get programmable access to all the buttons on a Megadrive pad, but i never got round to it. |
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#308 | |
Registered User
Join Date: Jan 2019
Location: Germany
Posts: 3,302
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Quote:
The problem is, as stated, that it only works for NTSC, on PAL with color carrier having 5/4th of the frequency of the pixel clock, it does not work, and thus many cheap Apple ports come out as black & white on the PAL Ataris. Worse, the NTSC colors itself depended on the chip generation as the phase shift changed slightly from version to version, so all variants of red/blue,purple/green,blue/red were present, depending on the generation. It was a first generation attempt of creating color by playing games with the TV standard, but it was not robust and not forwards compatible. |
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#309 | |
Banned
Join Date: Sep 2011
Location: Cardiff, UK
Age: 51
Posts: 2,871
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Quote:
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#310 |
Registered User
Join Date: Jan 2019
Location: Germany
Posts: 3,302
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This was not really a limitation of the Atari - even a C64 cannot create reliable color on its hi-res resolution. You only get a reliable color if you draw two colored lines next to each other. To test this, draw a 10101010 alternating pattern in hi-res on the C64 and you also see some patterns in weird colors.
The problem is the severely limiting SD TV standard - it is 422 (NTSC) or 420 (PAL) subsampled, meaning that the chroma standard only has half the resolution in horizontal (NTSC) or both (PAL) direction. |
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#311 | |
Banned
Join Date: Sep 2011
Location: Cardiff, UK
Age: 51
Posts: 2,871
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Quote:
It's generally the way that SD TV processes colour in analogue transmissions. For example, I've seen certain scenes in movies and TV shows with strong colours, usually primary, on a colour CRT... ...but then I see the same scenes on a black and white CRT, and I can see dot patterns replacing the strong colours if I tune the channel at a certain point, and I knew then that the dot patterns were responsible for producing the colours. And these dot patterns appeared to be nearly at the same resolution of the hi-res of the 8-bit computers, so would cause colour to be reproduced under certain patterns purely by coincidence and NOT by design on a colour CRT. |
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#312 | |
BiO-sanitation Battalion
Join Date: Jun 2017
Location: Scotland
Posts: 152
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Quote:
![]() It may be the worst joypad in the universe (well, almost) but it establishes the standard. Another button on the tank mouse wouldn't have hurt, either. B |
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#313 |
Hobby/Indie gamedev
Join Date: Jan 2015
Location: Southern Sweden
Posts: 110
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Exactly, it's more about establishing a 2+ button standard early on. The Amiga supported it already but in actuality the third party market got to decide and we ended up with a selection of unusable one button sticks, and some more expensive unusable sticks "with real microswitches" and still only one button. Tragic. It hurt so many games. Waggle joysticks were truly a dead end for general gaming.
Now, as for the Amiga being a console-computer... that's just what a computer was at the time for me. Maybe it was different in the US where afaik IBM and business machines were bigger. Looking back now, it might seem like the Amiga was a peculiar hybrid, but that's just because the PC dystopia came and eventually normalized. Last edited by Arne; 17 July 2021 at 23:54. |
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#314 |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
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my dad was always going on about the Amiga being "a multimedia machine" whatever that means, i don't know, but it's what sold him on it.. he was always infuriated by all the ads that only sold them as a games platform. but there you go. it was somewhat expensive as such tbh, and the quality of the games was often lacking compared to Nintendo for instance. personally i used it for art, music, programming &c.. a console wouldn't have served me very well at all.
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#315 | |
Banned
Join Date: Sep 2011
Location: Cardiff, UK
Age: 51
Posts: 2,871
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Quote:
I find Amiga games to be lacking too, except those groups and teams who fully utilised the unique abilities of the Amiga's chipset, of which there simply weren't enough. Most Amiga games were rudimentary, cheap and/or rushed ports from lesser systems. I had computers like the Atari 8-Bits, the ST and the Amiga since I was a child, I was heavily productive on them, producing my own stuff, and my parents at one point had the temerity to ask if I would prefer a sodding games console instead, as they thought that's all I did!! |
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#316 | ||
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
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Quote:
Early Amiga games (and also demos) were often very crude-looking. It took a while before anyone really knew how to use the Amiga's hardware at all, it's something easy to learn but hard to master.. we were getting too many games with bad scrolling well into the '90s. This is something the 16 bit console games never had to worry about, with their tile-based screen modes and huge numbers of hardware sprites. I would forego the hundreds of colours copper effects just to get everything at a solid 50fps. Factor 5 seemed to be the ones with the eye for quality in that department, it's why Turrican gets so much respect, they had the basics down from the beginning. And little presentational details like having different music to suit the theme of each level, rather than one annoying sample-packed tune playing all the way through like far too many Amiga games did (and then making you select EITHER music OR sound effects because having both was just Too Hard apparently ![]() Quote:
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#317 | |
Registered User
Join Date: Dec 2014
Location: germany
Posts: 439
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Quote:
Artifact colours have nothing to do with color subsampling - that just produces washed-out colours. It's a result of chroma and luma signals having overlapping frequency bands on composite/RF output, so luma patterns can get interpreted as chroma information. Having separate Y/C lines completely eliminates that problem, apart from possible crosstalk issues. |
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#318 |
Hobby/Indie gamedev
Join Date: Jan 2015
Location: Southern Sweden
Posts: 110
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IIRC, most of my friends used their Amiga for both gaming and work/dev/music/art (if not initially, they were eventually converted). Keyboard and mouse games worked better so when I gamed I mostly played those (TBS/RTS, Lemmings, Frontier and other slower games). The Amiga did have some ok/good action games (despite HW & Joy issues) but contemporary game consoles generally did those much better. I don't think it's fair to say that Amiga games were bad across the board. Whenever I game on my Amiga nowadays I stick to the kb&mouse stuff (which actually still holds up well) and avoid the action games - even my favorites from back in the day.
Last edited by Arne; 18 July 2021 at 23:34. |
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#319 | |
Registered User
Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 2,077
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Quote:
Now I code for a (very, very good) living and it's all "oh, we could all see you were destined for this". |
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#320 |
Registered User
Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,710
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Home computers were very expensive back then. Anything that lowered the price was welcome - even it compromised performance and usability. Being able to display any kind of color on TV was well worth it when the alternative was an expensive RGB monitor. Woz's 'hacks' cut hundreds of dollars off the price of the Apple II compared to what a conventional design would cost.
In New Zealand home computer prices were even higher due to import duties and shipping costs. Here's an advert from issue #1 of Bits & Bytes magazine in Sept 1982 (all prices in NZD):- Atari 400 $1295 Atari 800 $2695 Disk drive $1595 VIC-20 $899 Disk drive $1299 Printer $899 The ZX81 was only $199, but it had only 4 chips in it and barely enough RAM to display a few lines of monochrome text. A VIC-20 with disk drive and printer cost the equivalent of NZ$12000 dollars today. Back then it was sold to farmers as a business computer! Woz's color 'hack' was actually quite brilliant. 6 colors without any extra video memory, no complex logic or analog circuits required, faster graphics rendering and lower memory requirements than a conventional bitmapped display, no loss of resolution to get color, and compatible with both color and monochrome composite monitors and TVs (with a nice textured appearance in monochrome that also printed well on a dot-matrix printer). It looks crude today, but was a good match to the hardware and expectations of the time. |
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