10 August 2024, 18:30 | #21 | |
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10 August 2024, 21:12 | #22 | |
BiO-sanitation Battalion
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The configs that I'm aware of being tested are the ones already reported in this thread. B |
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10 August 2024, 23:06 | #23 | |
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Nope can't get it to work on my big box Amiga. Will try on my Pistorm32 A1200 when it's set back up. |
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12 August 2024, 03:12 | #24 | |
old bearded fool
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Reptile and Liu Kang moves around, but the bar colors looks different compared to your screenshot. Last edited by modrobert; 12 August 2024 at 05:18. |
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12 August 2024, 10:39 | #25 | |
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12 August 2024, 10:57 | #26 |
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12 August 2024, 12:09 | #27 | |
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12 August 2024, 14:31 | #28 |
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What were they thinking when they decided to go 256 colors planar-only with the same old blitter and 2MB chip?
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12 August 2024, 15:10 | #29 |
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See other threads. Lets not go off on a tangent about chipset design fauxpas. Nothing we can do to change it now and still use our classic Amiga chips. Best to talk about what tricks / tips we can do with what we've got. e.g. HW sprite multiplexing etc.
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12 August 2024, 16:52 | #30 |
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You're right! I just could not help commenting. I don't know any action games using 256 colors. AGA is mostly used for big sprites / 16+16 color dual playfield, and sometimes maybe 64 or 128 colors max.
I'm one of those who think that all games should run on vanilla A1200, but sometimes a bit of fastmem helps! For me the goal is to play on the real hardware. Now the definition of "real hardware" may vary. Last edited by jotd; 12 August 2024 at 17:00. |
12 August 2024, 18:46 | #31 |
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I was tempted to try this on Amiga 1200 + Blizzard PPC 603e+(200Mhz)/68040(25Mhz)-setup. Unfortunately it only shows after executing program black screen. Tried also to start without startup-sequence, but black screen still.
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12 August 2024, 20:09 | #32 | |
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B |
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12 August 2024, 20:14 | #33 | |
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B |
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13 August 2024, 04:18 | #34 | |
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The 3MB RAM-equipped 32-bit game console group such as 3DO, PS1, and Saturn has a discrete system and video memory pools. Gaming PC's Mortal Kombat 2 VGA has a discrete system and video memory pools. |
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13 August 2024, 08:01 | #35 |
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13 August 2024, 09:08 | #36 |
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Most should be, though not all manage it for some reason. IIRC some of the 'cheaper' ones didn't reach it, for instance. I'm not a hardware expert, but it seems to be that boards need to be specifically designed in order to reach the full CPU->Chip RAM bandwidth and that might either be harder to do or need extra components that would increase price.
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13 August 2024, 09:32 | #37 |
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According to this article, a vanilla A1200 is more than enough to make a decent Mortal Kombat AGA version :
http://obligement.free.fr/articles/a...kombat_aga.php I've tried to recompile the sources some times ago and it was indeed very promising with all the parallaxes, even the animated monks and two characters. Sadly, the link to download the sources doesn't seems to works anymore. Maybe someone from Obligement could correct this. |
13 August 2024, 10:28 | #38 |
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they say they are using 4 hardware sprites per fighter, so basically 16 specific colors per fighter for a possible width of 128 bits. It makes such a game completely possible, but the devil is in creating a playable game, with A.I, etc...
I think my calculations are exact? 4 HW sprites per character: 2 attached sprites 16 colors = 128 possible width => more than enough. I was thinking of trying to reverse MK Amiga for AGA but what Richard Costello wrote daunted me (plus the fact that there's no source available, either Amiga or arcade) He used bitplane tricks to display characters and said that it would be very hard to adapt the code to increase the number of bitplanes. But with hardware sprites it would be different. |
13 August 2024, 13:43 | #39 | |
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In either case, it would reduce the processing overhead for the graphics engine by quite a bit, of course, as well as the memory requirement. For an A1200 or CD32 with Chip RAM only, it would probably be the way to go. B |
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13 August 2024, 14:04 | #40 |
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