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#81 |
Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 44
Posts: 17,789
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#82 | ||
Registered User
Join Date: May 2001
Location: ?
Posts: 19,665
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Quote:
On Pouet,Overflow clearly explains it, and people should pay attention to this kind of explanation: Quote:
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#83 | |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,033
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Quote:
Better now? ![]() |
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#84 |
Registered User
Join Date: May 2001
Location: ?
Posts: 19,665
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#85 |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,033
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Having seen modern efforts, I think the Amstrad CPC464 got REALLY and properly short changed during its lifetime, more so than the Amiga and its ST ports.
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#86 |
Registered User
Join Date: Jan 2010
Location: >
Posts: 2,993
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It’s still a good demo I won’t take that away, but if you compare the Amstrad 6128 plus disk version that came out in Sep 1990 was £329 compared to an A500 for £399 I know which one we all would pick, so whilst it’s still an 8bit machine, a 1990 computer shouldn’t be shocking us tbh
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#87 |
Registered User
Join Date: Mar 2012
Location: Norfolk, UK
Posts: 1,163
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Imitating Shadow of the Beast on 8-bit machines seems to be the in thing at the moment. I stumbled across this yesterday:
[ Show youtube player ] On a BBC micro? Really? (Admittedly with a newly-released ULA that massively improves its colour capabilities) (Now all we need is someone to port it to the Archimedes! Yes, I know, I'm going to hell for that!) As for the Amiga's limit for something like Metal Slug - has anyone actually calculated / measured theoretical and real-world maximum numbers of pixels / BOBs the Blitter can shift in a single frame, for ECS 8+8 Dual Playfield and likewise for AGA with fastest fmode? |
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#88 |
Registered User
Join Date: Nov 2012
Location: Willich/Germany
Posts: 236
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Yeah. Just imagine all the arcade ports for the Amiga if the implementation of the gameplay wouldn't have been so boring...
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#89 |
Registered User
Join Date: Feb 2010
Location: Espoo / Finland
Posts: 823
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#90 | |
old bearded fool
Join Date: Jan 2010
Location: Bangkok
Age: 57
Posts: 805
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Quote:
I remember reading somewhere that AGA (A1200) also introduced some improvement regarding hardware sprites (can't find the info atm). Still, nowhere near NeoGeo sprite capabilities, so I guess any kind of custom "sprite engine" in assembler to port the original NeoGeo code is out of the question? |
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#91 | |
Registered User
Join Date: Nov 2015
Location: Vaasa, Finland
Posts: 526
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Quote:
But the Neo Geo has 900 sprites, and everything that moves in the screen, including the backgrounds, are sprites. So in all likelyhood it's totally impossible to make an Amiga sprite engine that would be capable of directly replicating all Neo Geo sprites by just multiplexing the 8 Amiga sprites. ![]() --- I made an updated memory plan for A500 8 + 8 Dual Playfield: 50 kb = two 288*224 8 color "game area" bitmaps (front playfield) 125 kb = five 288*224 8 color level "background" bitmaps (back playfield) 80 kb = music and sound (although the demo most likely has none) 30 kb = reserve 220 kb = graphics Game code goes to Slow RAM. With this plan, in a "real game" there would need a loading break only every 5 screens. One tank frame is 2,6 kb in 8 colors. So we can have 84 "tank frames"...This is equal to five standard 320*256 Amiga screens full of graphics. So 220 kb should be able to hold a good amount of frames for the following: Player, enemy soldier, two tank types, helicopter and some bullets and explosions. So RAM wise a short 5 screen infinitely looping demo level would be 100% possible on the 512K A500, and speed wise I think it would be 17 FPS + player and scroll at 50 FPS. |
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#92 | |
CaptainM68K-SPS France
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Quote:
And yes, if we consider the Amiga was plagued by shoddy ST ports, the CPC was plagued with half-bastardized Speccy and C64 ports, that left most of us questioning. Some famous people like Dave Perry of Aladdin's Fame was one of the best CPC coders, and he did good, colored, playable games. But he is not the only one, Andrew Deakin at Ocean, John Brandwood or James Higgins at Ocean were good CPC coders too. Rafaelle Cecco the Brit-french coder of Stormlord I & II also showed clearly the CPC could really do excellent games. but nowadays, the CPC demos guys made either demos and also games showing the CPC could go higher than the other 8 bits computers. A coin-op conversion is prepared for Ghosts n goblins, on the CPC plus. It's a faithful replicate of the arcade machine, minoring the resolution. |
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#93 |
Registered User
Join Date: Jun 2016
Location: UK
Posts: 428
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I think the CPC just didn't sell enough units to get the attention it needed to really shine. If you compare it to how much effort went into the C64 and how far games on that system came during it's lifetime... But by the time the CPC464 came out it was just too late to get that critical mass of coders working on it.
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#94 |
Registered User
Join Date: Dec 2013
Location: GR
Age: 47
Posts: 1,416
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The CPC and CPC+ are different things. The CPC+ has sprites, scrolling and 4096 palette and can do 16+16 colors. The original CPC has nothing, is just a Spectrum with a CGA graphics card.
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#95 | |
Registered User
Join Date: May 2014
Location: inside the emulator
Posts: 377
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Quote:
Never actually coded for CPC so may be wrong. Looked at it once thinking about porting scrolling techniques for a completely different platform. And the CPC+ is almost a 16 bit class machine. Not comparable. |
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#96 |
Registered User
Join Date: Dec 2013
Location: GR
Age: 47
Posts: 1,416
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If I remember well the spectrum coders were the best at the time so the CPC owners were lucky they got some excellent colored ports like target renegade, chase hq, RoboCop, Batman, operation wolf, nebulus etc. That was about the best a CPC can do.
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#97 | |
CaptainM68K-SPS France
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Quote:
It had a very large scope. The CPC problem was else : Amstrad suffered from a bad hardware reputation in UK. And the developers prefered to dev first for C64 and Spectrum. Problem : the CPC requires developments from "stronger" computers that itself, like the Amiga or the Atari ST. The result are plain bad from C64 and spectrum. Many examples showed it throughout its life. |
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#98 |
CaptainM68K-SPS France
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#99 |
Registered User
Join Date: Dec 2013
Location: GR
Age: 47
Posts: 1,416
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This is not hardware scrolling, it's character scrolling. We have discussed that before. Example game: Wonderboy 1. Didn't helped much because C64 version is miles ahead but CPC is still playable.
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#100 | |
CaptainM68K-SPS France
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Quote:
http://www.cpcwiki.eu/index.php/Prog...using_the_CRTC Wonderboy CPC is exactly what i was saying above. That's your typical C64 port on CPC. the graphics are grainy and awful, never mind the colors used, and the hum... scrolling ? this is a very crap use the CRTC. Last edited by dlfrsilver; 14 November 2017 at 14:37. |
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