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#361 | ||
AKA Mr. Rhythm Master/AIS
Join Date: Aug 2017
Location: London, UK
Posts: 106
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Quote:
Ah yes - I was thinking of the "Fatter" Agnus that appeared on the Rev6a A500 et al. Forgive me, it was very late and I was exhausted! ![]() Quote:
Well, the background isn't parallax, and there's a big status bar at the bottom of the screen (approx 60px high) which means you don't have to draw as much vertically in terms of the road routine (Outrun Europa uses the same trick). The music is only using 3 channels, freeing the 4th up for SFX. It was a very good routine for 1989 though. Last edited by TuRRIcaNEd; 29 November 2017 at 21:10. |
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#362 |
Registered User
Join Date: Jan 2010
Location: N/A
Posts: 873
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i was playing the megadrive port of ghouls n ghosts today and although the colours have been toned down and some animation frames have been dropped its a very good conversion.
am i guessing right when i say that its nothing the Amiga couldn't handle? |
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#363 | |
CaptainM68K-SPS France
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Quote:
The tiles metadatas are sent to the 64kb of ram on the coin-op by the 68000 processor. The graphics chips then automatically display the corresponding tiles by looking this specific ram content. |
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#364 | |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,018
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Quote:
Several issues, one it was released by US Gold who were particularly relaxed about what was acceptable, secondly the programmer David Broadhurst was still learning to get to grips with the Amiga, you only have to look at Dojo Dan and Assassin to see how he improved and doubtless would have turned out a better version later in his career, and lastly, the Atari ST. Other than the music, there is nothing Amiga about the conversion, 16 colour graphics, massive scoreboard, jerky scrolling, all the things that make an ST owner squeal with delight! |
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#365 | |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
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Quote:
![]() ![]() ![]() ...now where's our resident "Atari ST / Amiga sucks" member kovacm, who loves trashing anything Amiga plus documenting EAB members' comments on his website? He'd have an absolute field day with your post Sir Galahad. Oh that's right, I banned him... Shame really (not) ![]() |
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#366 |
Knight Of The Kingdom
Join Date: Feb 2016
Location: It's a bald world!
Posts: 179
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#367 | |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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Quote:
Just checked on youtube, the background has buildings and then "shadow" buildings behind scrolling at a different speed of the buildings in front. For me thats "Parallax" ![]() And yeah, ther's a big status bar at bottom of the screen but, like I said, it came from Atari ST, sure there's room to improve it on an Amiga ![]() Last edited by DH; 01 December 2017 at 15:02. Reason: Fixed Quote |
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#368 | |
Registered User
Join Date: Jun 2016
Location: UK
Posts: 428
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Quote:
Basically you can pre-render the road graphics, the kind of triangle thing you see on that site. Then for every scanline of the screen you can select a line from that "texture" and shift it left/right and alternate the colours to make it look like it is moving. I came up with an even better way, which I want to try to test over the new year but probably won't get time. You can use just the copper and sprites for a zero bitplane version. |
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#369 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,604
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@TurricanED
If you want to have more bandwidth i dare to advice that you should consider coding the outrun port directly in 200px and treat it like dynablaster on PAL machines forcing the NTSC resolution (plus that would give you the advantage of working in US machines too) |
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#370 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,604
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Quote:
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#371 |
Registered User
Join Date: Jun 2016
Location: UK
Posts: 428
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I don't know, I never played Mr. Nutz :-)
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#372 |
Registered User
Join Date: Dec 2014
Location: germany
Posts: 439
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Only partially, Mr. Nutz uses a similar technique but shrinks the lines in horizontal direction by changing the scroll register values several times per raster line (a line can be shrunken by max. 16 pixels with this technique, so you need several pre-scaled images if you need more steps). This effect was first used by Chaos/Sanity, who wrote the 3d parts for Mr. Nutz. Watch e.g. World of Commodore (were you can even spot a very similar texture
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#373 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,604
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@chb
With that technique makes me think a street passages should not be that dramatic nor memory consuming, since is just curbs and dashed lines - could be done in one, max two bitplanes - however IANAC |
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#374 |
Registered User
Join Date: Dec 2014
Location: germany
Posts: 439
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Well, there's a problem with roads - they are not necessarily centered on the screen, so you need to scroll, but then you can't use the scroll register anymore to shrink the line, so you need 16 pre-shifted graphics or use the blitter to shift it. If you look at Mr. Nutz/the Sanity demos, it's always center perspective without left/right movement. I'm therefore quite sure arte does not use this trick - the floor is bent.
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#375 | |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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Quote:
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#376 | |
AKA Mr. Rhythm Master/AIS
Join Date: Aug 2017
Location: London, UK
Posts: 106
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Quote:
The issue in this case was not that David Broadhurst lacked talent when it came to code-wrangling, simply that he was never given the proper time to get to grips with the platform at first. |
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#377 |
Registered User
Join Date: Jan 2010
Location: N/A
Posts: 873
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Bionic Commando was a travesty on the Amiga. You know a game is bad when the scrolling itself hinders a major part of the gameplay.
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#378 | |
Knight Of The Kingdom
Join Date: Feb 2016
Location: It's a bald world!
Posts: 179
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Quote:
I'll quote Chris Shrigley "
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#379 | |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
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Quote:
At the time the ST was the biggest rival to the Amiga as lots of games were coded on the ST first because it was more established as a games machine given it had the luxury of more time on the shelves. When the Amiga got traction software houses just did the ports of ST games cos they could get them out of the way in a matter of weeks, in reality all they had to deal with was the bitplane, sound, input and floppy differences - everything else was pretty much the same. The slightly faster CPU in the ST was probably negligible and perhaps is the reason that the odd port is more shit on the Amiga than it was on the ST. |
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#380 |
Knight Of The Kingdom
Join Date: Feb 2016
Location: It's a bald world!
Posts: 179
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I don't think anyone is debating that the amiga got ST ports,I'd disagree with that amiga got the odd sh*t port part though as majority of them were quite terrible for amiga standards,but that is personal opinion.
Last edited by OmegaMax; 06 December 2017 at 23:58. |
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