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#61 | ||
Registered User
Join Date: Dec 2006
Location: france
Age: 45
Posts: 225
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#62 |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,533
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#63 |
Registered User
Join Date: Dec 2006
Location: france
Age: 45
Posts: 225
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#64 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,458
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I'm tired about people claiming that such or such title can be done in ECS or OCS
Simple steps to make up your mind efficiently: 1) Check hardware spec of arcade machine vs hardware spec of A500. 2) Code a ECS game which respects the arcade graphics |
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#65 | |
Global Moderator
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,573
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Quote:
That being said: Well done skyzoo73 ![]() ![]() |
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#66 | |
Registered User
Join Date: Mar 2021
Location: Paris / France
Posts: 50
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Quote:
So true ! I wonder if they are the same ones who refused AGA machines, because as they say: "AGA isn't powerful enough and it's better to stay with OCS/ECS Amiga computers". Now they're raging each time someone is making a great AGA game. It's a lot of fun to hear them crying. |
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#67 |
Puttymoon inhabitant
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I have never played Trojan, but looking at the video, I see a really hillarious aspect:
Flashing carpet on the floor with big sign "JUMP" to allow the player kill the enemy ![]() |
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#68 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,458
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I mean, if it's not too much hassle to go ECS well yes, as there are a lot of ECS users that dug out their A500 to add ACA or pistorm, but sometimes you have to be realistic
Arcade games often have layers of parallax with a lot more than 8 colors, and don't use copper tricks to change colors on the fly. Great ECS games are coded around amiga hardware. They also use 8x8 tile engines that doesn't fare well with the blitter which requires at least 16 bit width, and myriads of 8 or 16 color sprites that blitter can't cope with (even in AGA sometimes) and sprites can't display either. It's not just a question of fast CPU. With AGA, you can use dual playfield with 16 colors on each playfield. Combine that with copper tricks, combined sprites with individual palettes, and you can try to approach arcade games of that era. |
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#69 |
Puttymoon inhabitant
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AGA is something that should have been released around 1988 to begin with...
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#70 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,458
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consoles/arcade machines and amigas are different beasts. It's like with an emulator, you need more power to achieve the same thing on a different machine.
Most Arcade machines weren't capable of HAM8 or even OCS HAM6, bitmaps, 3D, but that's not why they were designed. Most of them were monsters of multi-layer tiles & sprites. |
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#71 |
Registered User
Join Date: Sep 2019
Location: Italy
Age: 51
Posts: 305
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Thanks for the encouraging messages folks!
![]() For Trojan, initially i tried to do it for OCS/ECS but the compromises were too many, and I wouldn't have liked it. Keep in mind that for the colors alone I'm using a 128 color palette + 16 for the parallax background, plus wanting musics as faithful as possible to the originals, I preferred to have really big but quality .mods. And anyway with all the character animations, sounds, etc I am already living at the 2 mega chipram limit, so anyway a version for stock ocs/ecs, would not be possible. |
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#72 |
Registered User
Join Date: Jan 2015
Location: London/UK
Posts: 230
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AGA machines are the true powerhouse for this arcades.
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#73 | |
CaptainM68K-SPS France
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a machine like Rygar arcade push more than 800 colors on screen. |
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#74 | |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,458
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which makes me think of another limitation on the amiga.
Arcade machines often have the ability to flip sprites horizontally. Amiga can't do that, so we have to duplicate the data or flip on the fly For Karate Champ I could not flip on the fly as both directions are needed for all characters simultaneously. With all move tiles, I could not go below 1MB I had to require 2MB for that game... even if those tiles only needed 2 bitplanes and that clever color palette allowed to display red & white with the same bitmap data... Quote:
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#75 | |
CaptainM68K-SPS France
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it raises up the RAM size used. |
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#76 |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,751
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#77 |
Registered User
Join Date: Jan 2010
Location: >
Posts: 2,997
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#78 |
Registered User
Join Date: Sep 2019
Location: Italy
Age: 51
Posts: 305
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short answer: no.
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#79 |
Puttymoon inhabitant
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If AGA was released years earlier, people would not have been still complaining like "make the game for OCS, AGA is not classic enough"
![]() I am absolutely satisfied with Trojan being AGA exclusive. |
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#80 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,887
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Looks good
![]() Didn't Final Fight only store the sprites flipped in memory when there was 1mb but you can't even notice a difference on 512kb - I might be wrong about this Another trick I heard is you store the sprites in alternative directions so the it works out about even. |
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