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#321 |
Registered User
Join Date: Aug 2012
Location: Melbourne, Australia
Posts: 888
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I was wondering if any of the a500 expansions eg GVP series could replace the a500 power supply via the expansion connector?
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#322 | |
Registered User
Join Date: Apr 2011
Location: birmingham
Age: 55
Posts: 2,827
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Quote:
i actually thought about that some years ago and came to the conclusion it would be a definite no,because of the missing power rails that were missing. but works the other way around amiga to power the expansion via the amiga. |
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#323 | |
Registered User
![]() Join Date: Jul 2010
Location: Utah, USA
Posts: 517
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Quote:
I also think it'd be nice for performance to somehow just bypass the 2mb chip mem and use all fast mem, but I realize that's probably extremely unfeasible. slaapliedje |
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#324 |
Registered User
Join Date: May 2010
Location: Helsinki, Finland
Posts: 1,341
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@slaapliedje
I've got an RTG+Indivision combo in my A4000 too. With automatic monitor switching, running WHDLoad games from the RTG Workbench works fine. But when I do boot to a plain WB3.1 install, I use something like 1024x384 at 4 or 8 colours. This is, relatively speaking, blazing fast, and with FBlit installed, practically all of the chip memory remains free. Haven't got a screenshot of the A4000 right now, but here is an image of my A600 with a similar setup. I wouldn't even attempt to stuff a native-mode Workbench full of eye candy, it just always gets too slow (even with extra chip memory, as you mentioned). |
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#325 | |
Registered User
Join Date: Aug 2012
Location: Melbourne, Australia
Posts: 888
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Amiga questions you've always been too embarrassed to ask
Quote:
It basically went underneath the a500 and contained a ram expansion board, 40mb miniscribe hard drive (XT I think) and power supply. He was adamant that it powered the a500 too but I was sceptical - needless to say I was proved right when the a500 we plugged in didn't work without its own power brick. |
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#326 | |||
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Join Date: Jul 2003
Location: Helsinki / Finland
Age: 43
Posts: 9,911
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Quote:
A 3rd party addon would have required people to buy that addon to play the games. Perhaps one would have been successful, but most likely not. Are we supposed to read arcade compatible literally? No, it wouldn't make it compatible, but it would ease porting of games that rely on that technology. Quote:
Quote:
But be it port or VM, many of those arcade machines had specialized hardware that was not present in the Amiga, thus the ported code or VM hypervisor would have to do that hardware's job in software -> slower game. |
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#327 |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
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It's a real shame the Blitter's functionality was not augmented for AGA, it was a hair's breadth away from being usable to do sprite scaling/rotation. In fact some demos use it to do exactly that but it takes some effort and isn't very convenient. If only the line drawing function could use all DMA sources it would have been far more useful for this sort of thing.
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#328 |
Registered User
![]() Join Date: Jul 2010
Location: Utah, USA
Posts: 517
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The Atari Lynx (also worked on by the developers of the Amiga) had hardware scaling in it. You could see it easily in Gauntlet; The Third Encounter, when the characters would sort of fall into the level.
It really would have been awesome if they had upgraded the blitter in AGA to handle it. Wasn't that one of the major let downs of the AGA machines? That and the sound chip had remained the same. slaapliedje |
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#329 |
TinkerTailorContentMaker
Join Date: Nov 2009
Location: Bedfordshire
Age: 45
Posts: 1,207
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I have some questions about Amiga disk formats. I know there is the standard DOS format disks which you can read from wb etc, along with the custom NDOS formats..I know a lot of demos and games use their own custom loading formats.
What are the real advantages from using custom disk formats? Are they usually quicker, more efficient? Can you squeeze more data onto a disk that uses it's own custom format? Oh and one last thing why are some disk loaders so dam loud? |
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#330 |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
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There is a certain amount of space overhead for Original Filesystem including a good deal of redundancy, so if you don't need the flexibility of a full-fledged filesystem it makes sense to use a custom format. Although a lot of games did seem to take crazy time to load, with a lot of thrashing. I don't know if it was because the custom format wasn't very well thought out. It also makes it more difficult to copy the disk or to hack the files.
Some games used "long tracks". I'm not sure how this works exactly but you could store more data in a track than usual, but while this is possible to read easily you need special hardware to write it so it's impossible to copy, this is why cracked games sometimes use more disks than the original. |
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#331 | |
move.l #$c0ff33,throat
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 6,863
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Quote:
That's because they always step back to track 0 and then seek to the track that needs to be loaded. Either the coder was lazy or the loader code has to be very small. |
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#332 |
Cheesy crust
Join Date: Nov 2008
Location: Hawk's Creek
Age: 48
Posts: 1,383
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Custom loaders could save money. By arranging the track start of adjacent tracks replicators were able to copy in one pass without waiting for index information. So a good format would give you more space, faster loading on the target and would be cheaper to replicate as the disk would be ready in e.g. 35 seconds instead of 50. In the end, most things were about money.
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#333 |
I want an A1000
Join Date: Sep 2004
Location: Athens
Posts: 743
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I still cannot believe Turrican II comes on a single floppy.
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#334 |
TinkerTailorContentMaker
Join Date: Nov 2009
Location: Bedfordshire
Age: 45
Posts: 1,207
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@Mrs Beanbag, StingRay. Thanks for the info, makes more sense now. So some developers could both protect their games and have faster loading routines if they knew what they were doing.. I suppose in some cases the actual protection systems could cause longer load times if not done efficiently.
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#335 | |
Registered User
Join Date: Jan 2012
Location: USA
Posts: 373
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Quote:
It should be possible to write denser tracks with a regular Amiga by slightly reducing the rotation rate of the floppy drive motor while writing to the disk. |
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#336 |
Registered User
Join Date: Dec 2005
Location: Toronto
Posts: 187
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Is it possible to use clockport Delfina with Octamed Soundstudio?
Last edited by HardStep; 05 January 2014 at 23:00. |
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#337 |
Registered User
Join Date: Jun 2002
Location: .
Age: 48
Posts: 5,562
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Is the maid in the Shadow of the Beast II's intro with one arm only? This bugs me since a couple of decades...
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#338 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,965
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There's definately something wrong about her left arm. Maybe something went wrong at the mastering of the intro or the animator just didn't have the time to finish that part? Would be interesting to find out what went wrong there.
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#339 |
Registered User
Join Date: Jun 2002
Location: .
Age: 48
Posts: 5,562
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Yeah! I used to wonder if it got lost on the same color on the floor but I'm not so sure. There are things in that animation that I did not get right away, like all that drama seemed disproportionate to the actual deed, or how it related to the first chapter.
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#340 |
Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 44
Posts: 17,789
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Maybe she is searching for weapon in pocket. Or it's just perspective problem.
Hand salvaged with magic: ![]() Last edited by s2325; 07 May 2014 at 01:10. |
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