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#41 |
Registered User
Join Date: Jul 2009
Location: Nottingham / UK
Posts: 155
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#42 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,366
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I remember buying the amiga original of MK I in april 1994 and having a lot of fun with it
(I remember the times when I could beat the arcade with 1 credit, maybe that's because of the amiga training: so you made me save money ![]() MK II was an outstanding technical effort on the amiga (considering the cut-down that had to be done seeing how big is the arcade version), but my favourite Amiga version remains MK I (and yes now I remember the Brimble tune, better than the arcade version). So thanks for sharing all this information and source code with us. Much appreciated. |
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#43 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,966
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I only played the Amiga version of MK1 (and didn't like it much because of the one joystick button deal I had
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#44 | |
Registered User
Join Date: Jul 2009
Location: Nottingham / UK
Posts: 155
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Quote:
![]() The reason why 8 colours was chosen was to save space and also because the 2 fighters were weird colours and didn't share skin tones as humans in MK did (MK had something like 6 colours per fighter + 3 skin tones making 16 colour inc. transparency). Thats why the characters compressed well because there were a lot of 0's due to reduced colour count. Nick's compressor basically compressed all 0's into 1 bit and all other byte values into 9 bits. It also re-ordered colours (in Primal Rage) to maximise the compression. I also came across the attached little text file which I created for the artists in an effort to explain to them the significance of how precise they needed to be when producing the graphics for the game. It gives you an idea of just how much thought had to go in to maximise everything. Would have been wonderful to have 16M colours to play with ... but then that would have removed the challenge ![]() I cant run Primal Rage at the mo as my A600 is 1MB and I dont have an emulator setup, but as I recall the backgrounds ended up not having splits as someone couldn't be bothered to think about it on the art side - I gave them the option but from the screenshots they never got implemented. Last edited by Ricardo; 11 August 2009 at 11:15. |
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#45 |
Registered User
Join Date: Mar 2009
Location: UK
Posts: 457
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Easy nowadays ? you're kidding; it so much harder to make a game from a programming point of view than it was ever before; I worked as a DOS assembly and C programmer, and now on the next generation consoles and PC; I can tell you making a game now is sooo much harder, especilly if you do a 3D game in c++, with all the hot algorithms and techniques that are necessary for today's games (3D, lighting, 3d path finding etc...)
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#46 |
CaptainM68K-SPS France
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One question Richard, why does coin-op machine use so few RAM memory when the roms
are so big ? I mean we have way smaller programs on amiga, but they require 1mb/2mb ? Richard, what is the latest revision of Primal Rage ? Last edited by dlfrsilver; 11 August 2009 at 11:24. |
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#47 | |
Registered User
Join Date: Jul 2009
Location: Nottingham / UK
Posts: 155
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Quote:
On a different note I do think that there is a place for "retro games" in the commercial arena. Its fine having some massive 3D world to explore for hours on end, but I was in an arcade last week which contained a couple of Sega Rally's, some cuddly toy cranes, air hockey and a bowling game. If the back wall had been full of Pacman machines etc I guarantee there would have been a queue of kids pumping 20p's into them. |
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#48 | |
Registered User
Join Date: Jul 2009
Location: Nottingham / UK
Posts: 155
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Quote:
I just found the attached document which has made me laugh, I can be very sarcastic when agitated and comments by game testers always wound me up especially when things were being repeated towards the end of a grueling project after sleepless nights of work etc...I hated having to explain things to people who didn't understand what I was talking about. Anyway the attached made me laugh, hope it does the same for you. Its a reply to Probe's QA department. |
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#49 |
Registered User
Join Date: Jul 2009
Location: Nottingham / UK
Posts: 155
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Also came across this which was my response to Probe's desire to make the game run in 1MB...Gives some interesting numbers, hope I'm not boring with you with all these ramblings
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#50 |
Registered User
Join Date: Jul 2009
Location: Nottingham / UK
Posts: 155
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Because the Amiga is general purpose and has a disc drive. Coin-ops were hard wired, so nothing much changed hence their data and code was all in ROM for instant/fast access. The only RAM they needed was variable space really.
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#51 |
CaptainM68K-SPS France
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Ok, so far i own version v1.2 and v1.6
![]() We lack the v1.4 lol ![]() Last edited by dlfrsilver; 11 August 2009 at 12:20. |
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#52 | ||
Registered User
Join Date: Mar 2009
Location: UK
Posts: 457
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![]() Quote:
Quote:
If i was exiled on a remote island, and could take 2 games with me, i'll take Shinobi and Street fighter 2 ce!; One of my dream games sequels would be GODS 2 in 2d of course; and i tend to see the release of Doom as a good thing but also bad thing for the gaming world. Thank you so much for sharing you coding memories with us, i do appreciate that even if i've never coded on an amiga; coding games was very fun before, now i don't see a difference between coding games, or coding financial application in Visual basic ![]() |
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#53 |
Registered User
Join Date: Jul 2009
Location: Nottingham / UK
Posts: 155
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#54 |
Registered User
Join Date: Jul 2009
Location: Nottingham / UK
Posts: 155
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#55 |
CaptainM68K-SPS France
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On the disk 1 label
![]() ![]() v1.2 bombs out right away on my A1230 (68030@50mhz+32mb fast). "1mb required mannn" ..... "shit, life's a b*tch lol" BTW, your PDFs were "funny" ; this reminds me what i had to ask or explain to the 40 engineers that were working for me during my last job looool Last edited by dlfrsilver; 11 August 2009 at 12:30. |
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#56 |
Registered User
Join Date: Jul 2009
Location: Nottingham / UK
Posts: 155
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Hmmm I only have a record upto version 1.5, see attached. But these versions are internal numbers and only small changes/bug fixes.
The external disc version may refer to something different. According to the attached you cant abort from a paused game (by pressing A when paused) unless version 1.3 or greater. |
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#57 |
CaptainM68K-SPS France
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Ok, ah it's a shame you don't have winuae emu, because i can create special disk images of my version 1.6.
copylock serial tracks are not a problem since they are not checked during the game ![]() |
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#58 |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,016
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Yeah I did the WHDLoad install for Primal Rage to get it onto hard drive and disk 1 had a Copylock track on it, but the game never actually checked for it.
Not the first game to do that, a couple of other installs I did had Copylock but nothing was ever done with the Copylock check (Cannon Fodder I think was another one) |
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#59 |
CaptainM68K-SPS France
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Strangely, my standard version of Primal Rage (V1.2) has the disk 4 fucked up.
It's a mastering error as it seems. The disk read correctly, but hangs the game ![]() |
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#60 |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,016
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I cannot remember which version mine was installed from, but I had the original with about 40 others I bought on Ebay years ago, but it must work because I was able to complete the game.
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