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#101 | |
Registered User
Join Date: Dec 2014
Location: germany
Posts: 446
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Quote:
Sound hardware is very different from the C64, I do not think they were inspired in any way by it. I remember that in an interview, Glenn Keller (the designer of Paula) mentioned that originally, Paula was supposed to play fixed waveforms (probably square waves, very Atari like), and only during design they realized they could improve it drastically by DMA-ing the waveform from memory. That it outshines the Atari ST again rather stems from the very mediocre AY used in that computer. Last edited by chb; 12 July 2024 at 21:31. |
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#102 |
ZapĀ“em
Join Date: Aug 2012
Location: Germany
Posts: 635
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Versions of old 2D games for other systems are really different, whereas versions of later 3D games are just the same game with the exact same texture mapping and look and people only argue about frame rates.
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#103 | ||
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Join Date: Jun 2009
Location: Dublin, then Glasgow
Posts: 6,399
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Quote:
Lower resolution modes do let you use more colours directly (up to 16) before resorting to "copper" tricks. Quote:
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#104 |
Registered User
Join Date: Sep 2022
Location: Eastbourne
Posts: 1,142
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Zak, 3D games for the old systems were very different too, that was where the C64 suffered slightly compared to the Spectrum and Amstrad (and perhaps the Atari and BBC, due to the faster CPU). While I don't follow newer games at all, I'd imagine the 2D capabilities of each Playstation aren't wildly different to the XBoxes of the same generation?
So, Amstrad and C64 can both do 160x200 in a free choice of 16 colours, BBC only had 8 colours, and the Spectrum could do 256x192 with 15 colours, but with 7 of them just beign brighter versions of the others, and with colour placement / clash limitations. Am I right in thinking the Atari 8-bits could do 160x192 in 16 colours from anywhere in the palette (which would put it marginally above the C64 or Amstrad) or are there other limitations? |
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#105 | ||
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Join Date: Jun 2009
Location: Dublin, then Glasgow
Posts: 6,399
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#106 |
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Join Date: May 2023
Location: Norwich
Posts: 493
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The C64 can't actually do 160*200*16 with a.free.choice of colours. Even in the bitmap mode there are restrictions on how you can place colours. That's why it's bitmap mode is only 8K, compared to the 16K required by the Amstrad screen (which can freely place colours).
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#107 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,690
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Also one of the reasons why most cpc games are so crappy. Regardless of resolution you have to juggle 16k which is practically impossible for 8 bits with the MHz they had back then... There are some good ones of course but you can count them on one hand.
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#108 | |
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Join Date: Aug 2010
Location: Italy
Posts: 880
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C64 can't flip sprites either. Regarding the size, things are a bit more complicated: * OCS/ECS sprites are narrower than C64 sprites (16 pixels VS 24 pixels), but there's more to it: Amiga sprites come in 3 colors and, to match that, the C64 sprites must be multicolor, which halves the amount of horizontal pixels, bringing them to 12 (although they cover the same screen estate, as they as shown in 2:1 aspect); * AGA sprites can also be 32 or 64 pixels. * any Amiga's sprites can be as tall as the screen and beyond, whereas C64 sprites have a fixed height of 21 pixels. Yep, the C64 can double the size of the sprites horizontally and/or vertically, while the Amiga can't. (There are many other differences, but that's another story.) |
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#109 |
Registered User
Join Date: Jan 2019
Location: Germany
Posts: 3,370
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To add to that: The Atari sprites could be size-expanded in horizontal direction (2x,4x) and in vertical direction (2x) though expansion in vertical direction applied to all players/missles at once, not individually.
On the plus side, Amiga sprite DMA channels can be reused (also without the copper) to draw more than a single sprite with a single DMA channel, just not on the same vertical line. To do the same on the C64 (or the Atari), you would need to use raster interrupts or the display list interrupt, i.e. the CPU would be required to reload sprite registers. That is all not necessary on the Amiga. |
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#110 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,650
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Quote:
For the 64 you end up having four colors in multicolor mode: aux1,aux2, background and foreground - that is due to the double binary digit per multicolor pixel; background and foreground in normal cases can change via a simple poke while auxiliaries are the same for all screen, unless an interrupt assembly routine changes them at rendering time, like i suspect many sceners use |
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#111 | |
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Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,824
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For some reason there are no clouds, and the tops of the railings are dark gray instead of white (which also looks unnatural). The hills have less texture and some are missing. Heavy dithering has been used all over, and the tent on the right inexplicably has blue mixed in with the magenta. These flaws become more obvious when the image is enlarged to normal viewing size (only showing part of it here due to stupid forum image size restrictions):- It's strange because EGA should have been able to do better than this. I suspect the images were lazily converted to EGA using a fixed 'generic' palette. The C64 conversion was done with a lot more care. Watching the game in action I also see that the C64 version has smoother animation, and much better sound than the PC's standard 'PC speaker' - which is a fair comparison because in 1987 very few PCs had a sound card (Adlib was released in August 1987). BTW in case you think this particular screenshot is a fluke, here's another one taken from a YouTube video of the C64 version:- Pretty impressive detail and color from the old C64! |
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#112 |
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Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,824
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That's because the Amstrad had no restrictions on where colors could be placed. So Mode 1 (with 4 colors) was equivalent to 2 bitplanes in 320x200, and Mode 0 (with 16 colors) was equivalent to 4 bitplanes but with wide pixels (160x200). In reality of course they were packed pixels, but the visual result was the same as if done with bitplanes.
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#113 | |
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Join Date: May 2023
Location: Norwich
Posts: 493
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Quote:
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#114 |
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Join Date: May 2023
Location: essex
Posts: 570
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What is interesting is Monty on the Run for CPC uses mode zero not mode 1 but the C64 has the same sort of graphics as the ZX release. You can decide which you prefer. Usually it's the other way round, 64 port has chunky pixel bespoke graphics and the CPC gets some 4 colour mode 1 ZX port job of the 16 colour original (Manic Miner etc) so ends up much less colorful.
Either way there is nothing to praise about deciding 16kb screen and 4mhz Z80 with bad lines == much less than 4mhz performance. The CPC has ZERO innovation to help the little CPU shift the screen round at 50fps, you won't be playing anything as good as early games like C64 Terra Cresta on a 464, ST has exactly the same problem. Without innovations like character screens with colour/attribute RAM you need massive CPU grunt and some hardware assistance to scroll to overcome lack of innovation/engineering talent. It's like having a dual clutch 8 speed gearbox on a 1.2L Ford Focus, useless and waste of time. Any idiot can shove a 16kb screen into a simple Z80 CPU, which is why many CPC scrolling gameplay areas massively shrink the screen size so on the Amstrad monitor they are about the same size as what your eyes see on an SX64 built in screen lol |
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#115 |
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Join Date: Sep 2022
Location: Eastbourne
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For gameplay quality of scrolling action games, the C64 usually beats the CPC. The C64 can smoothly scroll a full screen, the Amstrad struggles to. I don't think even the most devout CPC fans will dispute that.
Still, for quality of still graphics (which is what this thread was originally about), the CPC normally wins for games which aren't pure Spectrum ports, especially for anything trying to be 'cute' or 'cartoony' (for realistic visuals the C64's palette probably wins. Purely as a graphics comparison (all of these are well regarded on the C64). : Bubble Bobble: Amstrad [ Show youtube player ] C64 [ Show youtube player ] Rick Dangerous: Amstrad [ Show youtube player ] C64 [ Show youtube player ] Power Drift Amstrad [ Show youtube player ] C64 (PAL versus NTSC, but I'd say Amstrad beats either) [ Show youtube player ] Turrican: Amstrad [ Show youtube player ] C64 [ Show youtube player ] Cybernoid Amstrad [ Show youtube player ] C64 [ Show youtube player ] Different machines taking different compromises, essentially, which is always the theme of comparisons of 8-bit systems, none of them could do everything. |
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#116 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,267
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#117 | |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,690
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Bubble Bobble - choppy on CPC, very fluid on C64, gameplay wise it is much much better Rick D. - looks better on CPC, but gfx are smaller and somehow feels off. C64 is very much like amiga counterpart gameplay wise Power Drift- Gfx definetly better, but it is in extreme slow motion compared to fast action on c64, gameplay again wins on c64. Turrican- No comment ![]() Cybernoid-Both pretty much ok And then we come to Sound, which was not mentioned... c64 wins on all of these ![]() You should of shown Prehistorik 2, Gryzor, Pinball Dreams ![]() |
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#118 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
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#119 |
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Join Date: Sep 2022
Location: Eastbourne
Posts: 1,142
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I intentionally limited to games which are available and well-regarded on both systems, a methodology which does favour the C64. The biggest international commercial publishers generally got a lot closer to the potential of the C64 (and Spectrum) than they did for the Amstrad - some of the most impressive CPC titles are the more recent homebrew creations, or from companies in France where the CPC was the main system. It's no coincidence that most of the highest rated games on CPC Games Reviews aren't the biggest name UK developed titles (with a few exceptions like Dave Perry and Hewson). Check out a few of those obscure titles before forming an opinion of the system's capabilities.
Still, it's true that the C64 usually wins for gameplay for fast 2D action games, especially scrolling ones, and for sound. Other areas are closer, or in the Amstrad's favour Last edited by Megalomaniac; 14 July 2024 at 12:57. |
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#120 |
Registered User
Join Date: May 2018
Location: Ireland
Posts: 708
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I think Savage is a good example of the C64 limitations
C64: [ Show youtube player ] Amstrad: [ Show youtube player ] Speccy: [ Show youtube player ] The Speccy is quite colourful but has to scroll in 8x8 chunks to avoid colour clash. A really nice trick on the C64 to remove the blockyness is to overlay a high res sprite mask over a low res one to increase the definition, used nicely in Target Renegade: [ Show youtube player ] Some really impressive Spectrum pictures: [ Show youtube player ] |
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