02 December 2016, 18:26 | #21 | |||
CaptainM68K-SPS France
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SF2 amiga was made with the ST in mind. So no hardware tricks, no speed, no colors (shit colors in real). Quote:
Look, it's like if an Atari ST user came and say : "Your comparison is unfair to compare an 1mb Amiga to a 512kb Atari ST" Adding more memory never made a computer more powerful. The CPC either with 64kb or 128kb has the same processing power. The fact is only that it's impossible to make a game like SF2 with only 64kb of memory. You can roll up the problem in every possible way, it will be impossible. However, for oldish 8bits machines like the C64 or the Speccy : The speccy use 2bits graphics and they took no space in ram. And even with this, the speccy version of SF2, the retail one, only works with 128k of ram. About the C64, with 64kb of ram, the actual SF2 version is just ridiculous, and the computer is underpowered to run this kind of game. Quote:
This CPC version is smoother than all the official release for computer of SF2. |
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02 December 2016, 18:33 | #22 | ||||
CaptainM68K-SPS France
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They bring great care with the speed, and the graphics are good and they are caring for the ram filling. 128kb doesn't mean everything is possible. But i'm confident about one thing : with the hardware scroll ability of the CPC and its good CPU power, they should get a final version that will blast everybody's mind exactly like Pinball dreams, which shows that the CPC is the 8 bits king in the end Quote:
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02 December 2016, 20:47 | #23 | |
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So yes, your CPU won't calculate anything faster with more memory. But that is a horribly one-sided way of looking at things. More memory means you can avoid calculating. The more memory you have, the less you have to recalculate. The difference in speed can be astonishingly high (try calculating sinus/cosinus values or square root values using a Z80/6502/68000 and then try using a table - the difference can go up over an order of magnitude, meaning you can get a 10 fold+ performance increase by using more memory). In fact, using pre-calculated results for anything (math, graphics, etc) is pretty much the Nr. 1 performance trick from way back when. A small graphics example might be useful so show what I mean. Using more memory than strictly needed, you can blit faster on the Amiga. The speed difference can vary, but is at least 27% and can go up to at least 50%* - assuming you have the memory. *) Though this does mean accepting some limitations on how you can blit. Limitations that would work very well for fighters and other games with few on screen objects though. For another 16 bit example, take the Atari ST version of Shadow of the Beast, which according to the coder would've run at twice the framerate if he had been allowed to use 1MB extra memory. A more 8-bit example is the Atari XL/XE version of Space Harrier, which needed a 1 megabyte flashrom to be able to run. And that rom was used in large part to accelerate the drawing speed of the objects on screen by removing the need to mask out the background. In all these cases, the extra memory made the computer much faster in the real world. Even though processing speed did not change. |
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02 December 2016, 21:27 | #24 | |||||||||
CaptainM68K-SPS France
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The CPC has vertical and horizontal hardware scrolling, a thing that the ST doesn't have (well the STE...). About Beast ST, patched version can use more than 512kb, and the scrolling is still slow like hell. But the ST has NO hardware scroll ! So Preshifting the graphics is the only possible way, and it needs a tons of RAM ! By using the CPC hardware Scrolling, you don't need to use the preshifting method. The CPC has a hardware scrolling natively, exactly like the C64, unfortunately, almost no coder used it back in the day. Quote:
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02 December 2016, 21:45 | #25 |
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i think the CPC has "hardware scrolling" that moves a character (8 pixels) if i am not mistaken. It has been used in the abysmal (compared to the c64) version of Wonderboy.
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02 December 2016, 21:59 | #26 | |
CaptainM68K-SPS France
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The CPC can do pixel scroll, look at Pinball Dreams. 8 pixels was a constraint when CPC devs were using 64kb (remember, the CPC is graphically like a 16 bits machine, so it means that the graphics are big in ram). The CPC shows all its real flavour with 128kb. 64k was a joke to start with. |
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03 December 2016, 02:47 | #27 | ||
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Now, there is a trick used by demo coders to move the screen smoothly regardless, but that trick does not work on all CPC's and is much more like the C64's AGSP scrolling (in that AGSP scrolling is also a trick that also doesn't work on all machines) than built in hardware scrolling. IMHO, confusing the graphics chip to do stuff it wasn't designed for* is not the same as having built in hardware scrolling. *) easy to prove this is the case: not all models of the CPC graphics chip can actually display these effects - so it was clearly not designed with this feature in mind. For reference, I found the information about the scrolling done here and the relevant bit of text I've quoted below: Quote:
Such a method is very nice to have and it looks great, but it is limited as you need so much memory to make it work (incidentally, this also proves my point that the extra memory in the CPC128 is in fact being used to help accelerate graphics by quite a lot - though perhaps not in SFII, the video shown never has the screen scroll at all). Do note that I am not writing this to slag of the CPC in any way (I love all 8 bit computers), but rather to provide a slightly less 'hype' based point of view. |
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03 December 2016, 05:33 | #28 | |||||||
CaptainM68K-SPS France
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check this : Register 12 Display Start Address (High) xx000000 32 Register 13 Display Start Address (Low) 00000000 0 Register 13 Allows you to offset the start of screen memory for hardware scrolling, and if using memory from address &0000 with the firmware. This shows that the CPC has from the start registers made for hardware scrollings, and those 2 are dedicated to that. Well, so..... The CPC has some games doing hardware scrollings, vertical and horizontal. Mission Genocide on CPC is a mode 0 game, and is doing a 1 pixel step scroll in vertical. Quote:
The mostly incompatible CRTC used on CPC is the CRTC2, which is a shit in a box. Most CPC have CRTC0 and CRTC1 which do not have any incompatibilities with the hardware scrolling ability. Quote:
You can do hardware scrolls on CRTC0,1,2,3,4 The tricks and the effects you're talking about are NOT related to hardware scrolling ability, but are effecting other possibilities on the CPC. Quote:
http://www.cpcwiki.eu/index.php/CRTC this explains exactly what you can do or not with the different CRTC types. Quote:
The CPC devs work mostly in mode 0, which takes more RAM than mode 1. So 128kb is not an option. If it was the Amiga, i would prefer the 1mb version of a game instead of the 512kb one, because you have more graphics, more music, more SFX, more sprite frames, etc, etc, etc. Quote:
I have a CPC 128k and also a CPC 64k. Both run at the exact same speed. Having 128k instead of 64k DOESN'T SPEED UP the computer or any operations visible on screen. You have 64kb more ? You just enjoy more space in RAM, end of the story Quote:
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03 December 2016, 07:04 | #29 | |||||
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Also this new CPC6128 SF2 port appears to lack any scrolling compared to most other ports, it's just a static play area, i guess it's because it's tricky to get good scrolling from the CPC's.
And i have to wonder if this new port would look as good or be as smooth if it had full 50hz scrolling backgrounds as well. It's also taken 25yrs for the CPC to get a better version, again to little to late to change history and the experiences CPC users had to endure back then. And from what i can see, this new CPC6128 version is barely a demo at the moment, 1 background, 1 character, limited moves and gameplay. I will be more impressed if they finally manage to release a full version with all the features of the other formats, like scrolling and faster movement, all characters and backgrounds, all animation and moves etc. Maybe we might have to wait another 25yrs for this to happen Quote:
We could also argue that if someone was to make a better version now for the other formats, that they would also be getting a much better experience then what US Gold gave everyone back in the 90's. It's not really fair to compare a new port in 2016 with 30yrs of knowledge about a machines architecture, to US Gold's shitty release in 1992 regardless of the format. Quote:
If someone ported a game to the C128 in 2016, then compared it to some crappy CPC464 port from 25yrs ago, you would be the first to complain about it being an unfair comparison. Quote:
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Because the CPC464 was the most popular selling model and the one that should be getting compared to the C64 etc, and not the enhanced 6128 model. |
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03 December 2016, 09:03 | #30 | |
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You know that Shadow of the Beast on ST was even crapier than it should because publisher requested to fit game in 512KB of RAM! EDIT: I only now see that roondar already replay to you regarding this statement "more memory never made a computer more powerful"... you do not use preshifting only for background but also for sprites Last edited by kovacm; 03 December 2016 at 09:13. |
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03 December 2016, 09:36 | #31 |
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People keep saying it's for CPC, in reality I'm guessing it's really for the CPC Plus? And these two machines are far from just having more memory, the Plus range have hardware sprites, 4096 colour range, pixel scrolling etc, it came out 6 years after the CPC so it's really the A1200 of the CPC range.
Of course that's not to say it's not great, but these things need to be made clear, 1984 vs 1990 tech isn't so 'groundbreaking' IF it's for CPC Plus. Well from the videos looks to be just CPC 6128 not the Plus, so yes impressive, I find lots of old versions, so I guess this has been a long haul project. Maybe the Amiga version could be a static screen to help things immensely?! Last edited by Amigajay; 03 December 2016 at 09:48. |
03 December 2016, 10:10 | #32 |
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I think the "what 8bt was best" debate could end right now if everyone discussed it honestly.
C64 released in 82 Spectrum 48k released in 82 Amstrad CPC464 released in 84 Spectrum 128 released in UK in 86 (Amiga 1000 released in 85!) Amstrad CPC6128 released 85 Amstrad plus range released in 1990 If the amstrad version of sf2 (which i think is great btw) is on the plus than its unfair to compare it to the 64 version. A computer that came out 8 years earlier. As a C64 fanboy i compare it to the speccy 48 and CPC464. Rivals of the day. When doing that there's no doubt its the 8bit king in my opinion Although i am biased. I prefer the c64 to the amstrad and speccy 128 models. Last edited by trydowave; 03 December 2016 at 10:39. |
03 December 2016, 14:22 | #33 | ||||||
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We all have our personal favourites and our own nostalgia-fuelled passions that sometime defy reason, but that doesn't mean that we shouldn't appreciate anything good that springs on any other system. I, for one, appreciate every new little game that pops up for any old system. I welcome them all, regardless of their technical merits, and all I care is that 1) they're fun to play and 2) they breed new life to an ageing system. |
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03 December 2016, 15:31 | #34 | ||||||||||||
CaptainM68K-SPS France
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The game is made for CPC 6128. Here are the characteristics : already implemented : Custom disk access Animation system, with varying sizes and sprite reposition per frame Pixel perfect collision detection Input handling for both players Compression (using Exomizer) Video split (score at #8000, play area at #C000) See the bump when jumping, will not be there, but when falling after hit. Memory banking (player data is stored in upper 64Kb, 32Kb/character) Music routines - using WYZPlayer Input State Machine Ryu moves + 3 special moves Things have went further since. the game use an hardware scrolling, but it's turned off in the video. Basically with it activated, the framerate is the same than without, it doesn't slow down the CPC. You can notice the 64kb more RAM are use to store each opponents (32kb each!). Ryu sprite is finished and has 3 special moves. Quote:
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3 millions of CPC sold, and 1,2 millions just in France, and the 6128 was the choice machine. Quote:
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03 December 2016, 15:33 | #35 | |
CaptainM68K-SPS France
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Ah yes ! the preshift illness !
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03 December 2016, 16:30 | #36 | |
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It isn't a PLUS game, it's a 6128 - 128k ram one
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03 December 2016, 17:51 | #37 |
CaptainM68K-SPS France
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03 December 2016, 18:48 | #38 |
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03 December 2016, 18:52 | #39 |
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03 December 2016, 19:03 | #40 |
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If you gave a piece of paper to a five-year-old, let him draw a SF picture, then pick it up and shake it a bit next to the monitor, it would put the Amiga version of SFII to shame.
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