06 November 2016, 22:20 | #61 | |
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This isn't the first game to be given a latin title - Canem Canem Edit was the UK title for Bully, by Rockstar games, on games consoles and PC. Canem Canem Edit translates as Dog Eat Dog. |
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01 February 2017, 02:32 | #62 |
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Maybe the limitation of 512k chip-memory can cause that in the end, the game is left without ingame-music. So here you 've the last version (unfinished yet) that I did.
[ Show youtube player ] |
01 February 2017, 08:38 | #63 |
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Why the hell 512k limit???
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01 February 2017, 13:20 | #64 |
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we want it work on any Amiga, from Amiga 500 to Amiga 4000. Graphics , sound and music , that you can listen or view can be only allocate in Chip memory, because custom chips only access to data on Chip memory. Fast memory are only for CPU.
While you play a game, GFx, snd and mucsic are allocate in Chip mem, all other information and data allocated in fast ram. This limit to 512Kb to ensure compatibility with all Amiga. Most Amiga 1000, A500 and A2000 only have 512Kb Chip memory. Last edited by kikems; 01 February 2017 at 13:26. |
01 February 2017, 13:36 | #65 |
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Maybe you could enable in-game music only for 1mb systems?
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01 February 2017, 13:52 | #66 |
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01 February 2017, 13:56 | #67 |
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We delayed development of this game because we need do first other things that you can see in a short time, after that we continue developing of Furtum Sacrum.
Here you can see our contribution for AmiGameJam 2016 , Brus Lii Amiga Game. A video with english commentaries about development, enjoy. [ Show youtube player ] |
02 February 2017, 23:25 | #68 | |
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Why is the copyright symbol used twice on the title screen? |
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03 February 2017, 03:12 | #69 |
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30 June 2017, 21:13 | #70 |
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Any news on this guys?
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30 June 2017, 22:02 | #71 | |
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01 July 2017, 00:08 | #72 | |
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I did once see an A2000 stuffed to the gills with expansions, though, but that was because I worked at an Amiga hardware/software company. |
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03 July 2017, 13:13 | #73 |
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We are working on it, lot of work to do and low time to spend .
We usually try to adapt games to work with any Amiga with 512 Kb chip + 512 Kb fast. The promotional demo of Furtum Sacrum need 1 Mb chip because size of music, but our lastest internal version of Furtum Sacrum works with 512 Kb chip + 512 Kb fast. I hope that final release works in any Amiga 512 Kb chip ram + 512 Kb fast. If we don't use in game music, game will be work with only 512 Kb chip, but actually any Amiga have at least 512+512 . |
03 July 2017, 14:02 | #74 | |
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Quite a few games had 1meg options, before 1991. By 1991, Team 17 arrived announcing 1 meg only minimum spec, and very quickly once other publishers saw the success Team 17 were getting, others followed suite later that year, not only was the A500 Plus released that year with 1meg standard, many ECS Amigas before that came with a 512k expansion as standard from resellers other than the high street shops. Several cracks also came out before 1991 that were 1meg only as well that would have helped the push for 1meg. Prince of Persia, The Immortal, Crackdown, Ghosts n Goblins, It Came From the Desert, were all released as 1meg only versions as well as lots of other games. 1meg quickly became the standard, 512k owners became the minority. |
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03 July 2017, 14:22 | #75 | |
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03 July 2017, 17:12 | #76 | |
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We say our demo versión need 1 Mb, but the real consume of ram are 620 Kb. With Retrowars ( we have the final release for english at 80% )we make some concept test adapting graphics and visible area to NTSC format and works on Amigas with 512 Kb. The reduction of game area from PAL 320x256 pixels at 32 colors to NTSC 320 x 200 at 32 colors, reduce a lot the use of chip ram. Some classical games like Monkey Island have a small game area because the game are ready for NTSC format and you view vertical stretched graphics in PAL machines. The monkey island characters in NTSC not are short and fat like PAL characters Last edited by kikems; 03 July 2017 at 17:20. |
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03 July 2017, 17:15 | #77 |
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03 July 2017, 17:23 | #78 |
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Our base system for development are AMOS an it's make difficult make projects with 512 Kb only. The amos library and the method of how to amos use bobs make an easy development but consume lot of chip ram. I'm sure that if we use ASM we can do the same with less ram, but not time to spend and knowledge for an ASM development
EDIT: After some differences with the pixel artist on how to understand this hobby, he left the group and now it's impossible finish this project ( less than 50% of graphics was done ). Because this reason AmigaWave cancel this project. Last edited by kikems; 10 May 2019 at 11:09. |
03 July 2017, 17:30 | #79 |
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03 July 2017, 17:34 | #80 | |
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