19 November 2022, 17:16 | #341 |
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19 November 2022, 17:32 | #342 |
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But seriously; what good hearted Amiga lover would create a Thread with a title like that ? Anyway; hope you all behave well. We Smurfs are watching Bless you all |
19 November 2022, 18:53 | #343 | |
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(and there are way stranger threads here at the moment....) |
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19 November 2022, 19:20 | #344 |
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The wording of the title of this thread is very poor though (to put it mildly).
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19 November 2022, 19:27 | #345 |
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Yep. I'd still maintain that nothing from 1991 or earlier would make me want a £2000 PC with obscure DOS commands and error messages over a £400 Amiga - especially as the Amiga kept getting good new games long after the PC of that time. Maybe if money was no object and you especially loved adventures / RPGs / sims / strategy games, you'd consider it. Or maybe if your work bought you a work-config PC and it'd cost £400 to upgrade the graphics and sound hardware - but again, not if you liked 2D action games the most.
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19 November 2022, 20:49 | #346 | ||||
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Ultima Underworld is regarded as the first 'true' texture mapped 3D game. A prototype that only texture mapped walls was demonstrated at the Consumer Electronics Show in June 1990. This was probably the inspiration for Catacomb-3D, and the first hint that texture mapped 3D might become the next big thing. On release in 1992 the texture mapping had been extended to ceilings and floors and some in-game objects, requiring a 486 to get reasonable rendering speed despite the 3D window being less than half the screen area. At that time most PC owners didn't have a powerful enough machine to do it justice. Ultima Underworld's 'look and feel' wasn't much different from a good pseudo-3D dungeon crawler, so a person could be forgiven for thinking the texture mapped 3D technique wasn't a game changer (which for the Ultima series it wasn't). here's a video of it being played on a 25MHz 386Sx, at about 2-3 fps. [ Show youtube player ] BTW on researching this I found the following interesting comment:- Quote:
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19 November 2022, 20:49 | #347 |
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The thing is that 2D games got stale some time into the 90s. How many side scrollers or vertical scrollers or parallax scrollers or jump'n'runs can you play?
Oh, and I do remember Ultima Underworld, it was amazing at the time. It played well on my friend's 386SX-40. We didn't mind the framerate, it wasn't an action game. But I agree, it wasn't easy to see textured 3D as the next big thing when Commodore would have needed to start development for AGA to include any 3D stuff. Chunky 8bit pixels were much easier to see and would have meant some improved 3D capability... Last edited by grond; 19 November 2022 at 20:59. |
19 November 2022, 21:24 | #348 | |||
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Commander Keen in Invasion of the Vorticons Quote:
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19 November 2022, 21:49 | #349 |
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A 486DX2-66 with VESA local bus graphics and SB16 (or a GUS) surely kicked ass for gaming, in my opinion, and a setup like that could be bought as early as late 1992. The only thing Amiga did better at the time, in my opinion, was cleaner audio output than a Sound Blaster 16 in games. Software-mixing in 1992 was often heavily limited for speed reasons.
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19 November 2022, 21:57 | #350 | |
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In fact Needle already figured it out while he was working on the chipset for the Epyx/Atari Lynx years earlier: "Sprites" on the Lynx are always BOBs, but they can be transformed in hardware into almost every shape - mirror, stretch, sheer .... (Not that much silicon needed if you only got 160×102 pixels on screen) The same concept was then used in the 3DO for 4x more pixels and 16bit color depths. Its not the kind of texture mapping we got later with polygons made out of triangles, but by deforming rectangular buffers - but one can still create very convincing 3D games this way. Did really no-one pay attention at Commodore what former Amiga employees were doing? "Luchsenstein" on the Lynx: [ Show youtube player ] Doom on 3DO [ Show youtube player ] (with soundtrack played by a live band, because the team that did the port did not have access to the music files...) |
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19 November 2022, 22:28 | #351 | |
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But they are not the only graphic genres that were used in Amiga games. I love isometric 3D games like Head Over Heels and Cadaver, graphic adventure games where you walk your character through a landscape, car racing games with scaled objects and flight simulators with smooth shaded polygons, and 2.5D or top-down 2D games like The Faery Tale Adventure (1987), The Settlers (1993) and Dune II (ported to the Amiga in 1993). These genres were popular in the PC world too, and still are today. I bought Quake for my A3000 in the late 90's, and quickly got bored with it. Since then the only textured mapped 3D game that really held my interest was Tomb Raider (the original series, not Crystal Dynamics' corruption of it). When I bought the PlayStation 2 I stupidly got Quake Arena and Unreal Tournament to go with it, for what reason I don't know because I barely played them. OTOH I can play Solitaire on an ancient Windows 3.1 PC for hours! All these alternatives to texture-mapped 3D have one thing in common - nicely drawn bitmap graphics. This isn't so important with today's ultra-high screen resolutions, but when you only had 320x200 pixels and 256 colors to play with it was hard to make texture mapping look good. Most of those early textured mapped 3D games looked dire. Tomb Raider took advantage of the 'graininess' to create nice looking rock textures etc. On higher resolution displays I turn off bilinear filtering to preserve it. Nicely done textures on well designed 3D objects can look very nice, but IMO nothing beats the look of a hand-crafted 2D screen where every pixel counts. Some are real works of art! |
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19 November 2022, 22:31 | #352 | |
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but people bought it ... That is my argument: C= should have had some equally beefy hardware in that higher priced segment, but the A4000 did not offer enough benefit over a A1200 with turbo card ... same old problem as with the A2000 and the A500. a AA3000 with AGA,DSP and SCSI on the other hand ... But of course Commodore would have needed to show more effort in the "workstation" range much earlier, as said before... |
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19 November 2022, 22:37 | #353 | |
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https://www.lemonamiga.com/games/details.php?id=3757 |
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20 November 2022, 10:02 | #354 |
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maybe I'm remember wrongly but I do recall at least early on with flight sims particularly as I used to enjoy these most, the ones on PC had a lower resolution compared. I like playing the Amiga sims like F117a because they do look rather nice even with reduction in colours. The pc versions were a little chucky I recall
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20 November 2022, 10:55 | #355 | |
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20 November 2022, 11:29 | #356 |
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20 November 2022, 11:35 | #357 | |
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A320 Airbus https://hol.abime.net/3173 MiG-29 Fulcrum https://hol.abime.net/2471 MiG-29M Super Fulcrum https://hol.abime.net/2473 |
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20 November 2022, 11:48 | #358 |
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Not 'overscan' as such, but using the higher resolution of PAL mode on European TVs. Means they will have only been playable in North America if you had 1Meg Chip RAM, but it meant a better product for European (and Australiasian) users, who by even Mig-29s release date in early 1991 were probably 90% of active Amiga users.
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20 November 2022, 15:12 | #359 | |
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Pilotwings absolutely has a dsp in the cart. Its used as a math co-processor, not for graphics. Look at the sources of snes emulators for proof of this. Or just do some browsing. Its pretty well known even despite this though. |
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20 November 2022, 18:42 | #360 | |
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The SNES was much more underpowered than I thought if they had to put a special chip on one of the first game released on it Last edited by sokolovic; 20 November 2022 at 19:28. |
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