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#381 |
Knight Of The Kingdom
Join Date: Feb 2016
Location: It's a bald world!
Posts: 179
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By the way there's an interview with him for programming G'nG on amiga,It's interesting he talks about his experience and some of the challenges he had with this game.http://amr.abime.net/review_39272
Last edited by OmegaMax; 07 December 2017 at 03:43. |
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#382 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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With Rygar we showed what A500 could do: Why don't try with GnG?
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#383 | ||
CaptainM68K-SPS France
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Publishers had to port their games on Amiga because they were not selling enough copies on Atari ST. they needed to make more bucks by doing Amiga versions as well. Quote:
This is why the CPU clock speed between both machines is bullshit. It's faster on the ST because the machine was at first way way too slow. The Amiga is the opposite, the machine had to be slowed down so that the CPU gets synchronised with the chipset. And so far, since you're talking about ports on the Amiga, this was simple : the coders made the Amiga replicates with its chipset what the ST could do with its CPU alone. the result could just be weak in the end. The Amiga has its CPU and its chipset. |
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#384 |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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To be quite honest I have the feeling many of the ST ports dont even do that. When I see games like UN Squadron or Dynasty Wars where the ST version actually has a smoother framerate, it makes me thing they didn't even bother using the blitter at all, all graphics are drawn by the CPU just like on the ST and then the slight faster CPU on the ST makes a difference.
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#385 | |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,017
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Quote:
![]() Developers must literally have been laughing their asses off, being paid to do an ST and Amiga version, and the Amiga version was likely done in a couple of days, the longest wait would have been waiting for the 3rd party musician to supply at least an Amiga title tune. I still maintain the ST did major damage to the Amiga because of the ease of porting ST games virtually unchanged. |
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#386 | |
Registered User
Join Date: Dec 2014
Location: germany
Posts: 439
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Quote:
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#387 | |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
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Quote:
If people weren't buying Amiga's they were buying ST's at £100 less. Those days the developers didn't have any incentive to push the hardware capabilities of the Amiga, it was just make a game available on both platforms and they get access to both markets on the school playground. The fun started when the true developers started to unlock the capabilities of the Amiga and ST was lagging behind on the playground. I remember playing Hybris on my friend's Amiga when I had an ST, I new then what that extra £100 would have got me. Happy days. |
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#388 | ||
Knight Of The Kingdom
Join Date: Feb 2016
Location: It's a bald world!
Posts: 179
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Quote:
Quote:
Not apples and oranges...Red apples,Green apples Last edited by OmegaMax; 08 December 2017 at 05:15. |
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#389 | |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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Quote:
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#390 |
Knight Of The Kingdom
Join Date: Feb 2016
Location: It's a bald world!
Posts: 179
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And your most likely correct but to say programmers didn't have enough time to learn only amiga and everyone had it better"console programmers" is incorrect.I think I proved that with the facts I posted"the two comments from programmers" instead of opinion.The amiga is difficult to learn in my opinion,coming from tile based systems.The other main fact is,this programmer then landed a job at team17 correct?those guys knew the amiga very well and he likely learned from them"programmers" which would be why assassin was quite good.
Last edited by OmegaMax; 08 December 2017 at 05:44. |
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#391 |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
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#392 | |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,017
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Quote:
Team 17 published Assassin, but I very much doubt they had any direct programming input into it. |
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#393 |
Knight Of The Kingdom
Join Date: Feb 2016
Location: It's a bald world!
Posts: 179
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#394 |
Knight Of The Kingdom
Join Date: Feb 2016
Location: It's a bald world!
Posts: 179
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Even so that was a few years after the amiga release correct?
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#395 |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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His work became insanely better after he begun working with the Amiga, instead of the ST.
All his games before Dojo Dan were Atari ST games which were ported to Amiga. That's the main point IMO. Maybe if he had started with the Amiga all along, both Bionic Commando and G'n'G would be good ports. He also did Bubble Bobble which IMO is a big dissapointment, playing it after coming from the MSX2 version, I couldn't understand how the Amiga version could be worse than the MSX2 one. |
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#396 | |||||
AKA Mr. Rhythm Master/AIS
Join Date: Aug 2017
Location: London, UK
Posts: 100
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I have a lot of fond memories of that game - I got it with the Batman Pack (like many kids my age in 1990) and it was the first game I was able to complete without resorting to the cheat mode ("JAMMMMMMMM", remember?). ![]() Quote:
Thanks for the link to Chris Shrigley's page - there's a lot of interesting reading there. As far as the console thing goes, I think when people talk about developers knowing the hardware earlier on they're mainly referring to in-house developers at Sega and Nintendo (along with Nintendo's close partners) as opposed to third-party firms such as those Chris was working for. However there's also the fact that Japanese console hardware tended to work along the same principles (i.e. tilemap, sprite and text layers), with the capabilities increasing as the hardware got more powerful. As I said above, the Amiga's hardware arrangement (based around the Copper and Blitter with relatively limited hardware sprite capability) was very different - almost unique in some ways. This could certainly have taken some time to grok - particularly if one were not being paid to do so. In addition, when it came to arcade conversions, the in-house console development teams would have had direct access to the original coin-op's resources (i.e. code and graphic/audio data). That didn't really start happening with the European home computer conversions until the early '90s (though there were a couple of exceptions - notably Ocean France). Quote:
The story of ZZKJ apparently using his pay from the ST version of Super Hang-On to buy himself an Amiga and spend the next several months learning the hardware on his own time - with no guarantee of being paid - is a really cool and interesting tale. Of course, the result of that effort was the markedly improved Amiga conversion of Super Hang-On; which as I recall stood as the undisputed benchmark for 2.5D driving/racing games on the Amiga for a couple of years. Quote:
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As I said above, this had the advantage of developers being able to use the same principles and techniques they used on older-generation hardware on the newer generation consoles (with more layers, sprites, colours and effects available to them), but it also meant that the hardware was guaranteed to be able to show most of it's potential from the start of the machine's lifecycle. In addition, the similarity of the Mega Drive and Super Nintendo's architecture to the arcade hardware of the mid- to late-'80s meant that the machines could provide a near-arcade experience by design, without the need for some of the lateral thinking necessary to make the Amiga architecture do the same. From what I've read, the tendency with home computers (which had much more varied architectures) versus consoles was that it took some time to figure out the various tricks which could make the hardware shine. It's certainly the case that enthusiasts were finding novel ways of taking machines like the C64, Amiga, (though it pains me to admit it) Atari ST - and even the humble Spectrum - and making the hardware "dance" in ways the original designers never envisaged; years (and in some cases over a decade) after the platforms were considered obsolete. Specifically referring to the Amiga, I recently saw YT video of a great presentation by Joe Decuir and Ron Nicholson where they explicitly said that they designed the hardware and architecture in such a manner that they expected developers to find ways of making it do much more than it appeared on paper. Obviously this could be a double-edged sword with the benefit of hindsight. |
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#397 |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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I spent the last week scratching my head coding a scrolling routine with a tilemap for the Amiga. I ended up with like 3 different routines with different memory/blitter usage (and a particular one that is great for games like Super Mario Bros where you only scroll forward and nowhere else, very fast and using very low memory). The Amiga is interesting because you can try to do stuff in many different ways... the same time with the tilemap/sprites stuff you have basically one way to do things, but this actually make easier to do things since you already know what you have to do from the start.
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#398 |
Knight Of The Kingdom
Join Date: Feb 2016
Location: It's a bald world!
Posts: 179
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I've also played with tilemaps for amiga,there are a few ways to handle things I'm not sure what's the best as of yet.
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#399 |
Registered User
Join Date: Nov 2012
Location: Willich/Germany
Posts: 233
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The Atari ST didn't do major damage but minor at most. Damage was done by the limitations of the Amiga system itself. More than 30 years ahead we have no proof of a different view since the Amiga homebrew community wasn't able to deliver like others did on "lower spec" systems.
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#400 |
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Join Date: Nov 2012
Location: Willich/Germany
Posts: 233
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