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#101 | |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,977
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Ok,
so that was a follow up to a previous post (#85) where there was a spec which was quite specific.. about double the clock of an original A1200+ fastram. That was indeed my first expansion (A Blizzard 1220) in 1994 which turned the A1200 from mainly useless quite to useful. After that games like Frontier went from painful to wonderful. So why do you feel the need to go to extremes with that interpretation? Yes it becomes a dumb question if you read your own (dumb) things into it that.. Explain to me where you got the idea I was asking about some "no limit CPU that would bottleneck the AGA" Quote:
Last edited by eXeler0; 26 February 2022 at 18:00. Reason: quote |
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#102 |
Registered User
Join Date: Feb 2020
Location: fRANCE
Age: 48
Posts: 60
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using an A1200 without fast has always been very stupid !
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#103 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,595
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#104 | |
Registered User
Join Date: Nov 2019
Location: Odense / Denmark
Posts: 245
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Quote:
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#105 |
Registered User
Join Date: Nov 2019
Location: Odense / Denmark
Posts: 245
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AGA dual playfield correct yes. The Ferrari is not done using hardware sprites. It is 80 pixels wide, which would require 4 hardware sprites to be allocated for it alone (attached mode), and I'm using hw sprites for other purposes as well.
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#106 |
Registered User
Join Date: Feb 2009
Location: Texas, USA
Posts: 121
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#107 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,595
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Being a practical person on pixel art i would structure palette like this, and i think you did: you have three shades of red for the car, two grays,a reserverd color for brakes, white, black and seven custom colors for other parts/cars/driver and girl
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#108 |
Alien Breeder
Join Date: Dec 2007
Location: Szigetszentmiklos / Hungary
Age: 46
Posts: 1,112
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#109 | |
Registered User
Join Date: Feb 2022
Location: Athens, Greece
Posts: 41
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Quote:
An image could be 'enlarged' by blitting parts of it onto itself, with a few rows/columns repeated. Then, at the next frame, instead of scaling the original image, do the above to the already scaled image. If you do that repeatedly on a scaled image, the effect will be similar to sprite scaling. |
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#110 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,797
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Quote:
In the end you are on an axis from "Amiga<---->doing it the PC way". That's what I am saying. Saying the vanilla A1200 is "useless" just because it wasn't good enough to run a 3D game (something which the Amiga with its planar display was never really good at) is a bit weird, imo. I concur the A1200 is pretty useless to run a more than 4 colour Workbench without fast RAM, but after coding a bit for the A1200 and AGA, I feel for games it's a quite rounded machine with a lot of power, actually. It just hasn't been exploited ot its fullest potential like OCS has been. Although that's changing a bit now. From my point of view fast RAM on a vanilla machine is extremely useful if you are doing CPU intensive computations (eg 3D stuff). For anything else, especially chipset related stuff: not that much. And more mhz for the CPU obviously lets you do more stuff per frame. Last edited by Tigerskunk; 11 March 2022 at 10:38. |
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#111 | |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,368
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Quote:
Specially when you have a CPU accelerator which slows down code execution in chipmem (as compared as vanilla 020 CPU) |
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#112 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,797
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Quote:
I experimented using fast mem for Inviyya2, but in the end I felt that slight increase in code execution speed wasn't worth giving up on the vanilla config for it. Ymmv off course. I guess with accelerators these things change rapidly, though as seen in that Final Fight Demo with 64k fast and a 68040 CPU. |
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#113 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,368
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loading of course, but for Ultimate BB, the game was so fast it was almost unplayable.
If you can support vanilla A1200 yes fastmem should only be an option. |
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#114 |
Registered User
Join Date: Apr 2019
Location: Brisbane / Australia
Posts: 1
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are you using the cannon ball source as guide to the outrun engine ?
i would like to know more if possible, pm me if possible. |
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#115 |
Registered User
Join Date: Nov 2019
Location: Odense / Denmark
Posts: 245
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Due to events surrounding another project, I’m no longer updating this thread. Sorry.
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#116 |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 769
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New Year, new projects.
Every year a lot of game engines / demo / conversions are showed to the Amiga public, but most of these will never be completed. I know that every project requires a lot of effort and time, so thank you very much also for the single demo released. Even a demo can make you dream, and Amiga users are very dreamy. |
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#117 | |
Registered User
Join Date: Nov 2019
Location: Odense / Denmark
Posts: 245
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Quote:
![]() Head over to the 1942 thread to understand why there are no updates. Keep dreaming! |
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#118 |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 769
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Yes, always dreaming !
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#119 |
Registered User
Join Date: Nov 2019
Location: Odense / Denmark
Posts: 245
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#120 | |
CaptainM68K-SPS France
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Quote:
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