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#1221 | |
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Join Date: Sep 2007
Location: Stockholm
Posts: 4,357
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Quote:
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#1222 | ||
Registered User
Join Date: Sep 2007
Location: Stockholm
Posts: 4,357
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Quote:
Quote:
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#1223 | |
Registered User
Join Date: Sep 2007
Location: Stockholm
Posts: 4,357
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Quote:
But you can’t play an FPS on a 020, regardless of clock speed. |
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#1224 | |
Registered User
Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,768
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Quote:
OTI 067 512KB ISA(DX2/66) 4.69 fps SpeedSTAR 24 1MB ISA(DX2/66) 6.27 fps 1H10AD -VLB 1MB VLB(DX2/66) 10.02 fps CL-GD5428 80QC-A 1MB VLB(DX2/66) 10.3 fps GW201A 1MB VLB(DX2/66) 10.34 fps What frame rate do you get on your A4000/040? |
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#1225 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,074
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Looks like a 2 MB VLB card speeds up things quite a bit:
[ Show youtube player ]
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#1226 | ||
Registered User
Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,768
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Quote:
Doom Quote:
Legends Of Valour 1993 Robinson's Requiem 1994 Alien Breed 3D 1995 Breathless 1995 Citadel 1995 Gloom 1995 Fears 1995 UBEK 1995 Project Battlefield 1995 Project Intercalaris 1996 Nemac IV 1996 Trapped 1996 Trapped II 1997 Testament 1997 Considering that by mid 1994 Commodore was gone and the user base would only shrink, it's hardly surprising that no 'Doom killers' appeared for the Amiga. Nevertheless some of the titles that did appear were good games in their own right. We had plenty of stuff to keep ourselves amused while waiting for Doom. |
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#1227 | |
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Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,768
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Quote:
Actually in 1992 most people weren't buying 486s at all. Most home PC buyers went for a 386 (SX or DX) - then a year later were shocked to discover that Doom ran slowly on it. "Oh well", they sighed, "guess I will just have to buy another new computer!". |
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#1228 |
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Join Date: Sep 2022
Location: Eastbourne
Posts: 1,098
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Doom, and other PC games inspired by it (Heretic, Duke Nukem 3D, Rise of the Triad), were mostly written by established professional teams, as was Ultima Underworld previously. Most similar Amiga titles were developed by ex-demo coders working independently in their bedrooms, with no technical support or financial backing until late in the project. Gloom aside, they were almost all done by first-time professional coders. Combine that with people always assessing PC games on brand new top-end machines with the right components, and Amiga games on the minimum supported spec that cost a fraction of the price, and it's no wonder that people overestimated the advantage PCs had on 3D games.
Having stayed with Amigas late enough that CD-ROMs had fully taken over on PCs by then, I've never installed a floppy disk PC game in my life, so I'm not 100% sure how big a rigmarole installing them to hard drive was, presumably not every disk had to be inserted during the process as so many different graphics / sound cards were supported with different data files for each? How many disks was something like Monkey Island 2 on for the PC, and how long did it take to install, compared to the Amiga version? |
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#1229 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,074
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Wait, what? id was a 'established professional team'? Granted they made games before, but you should really read/watch more about the history (especially the bit when they went to Sierra to sell the company and how that didn't happen) of that company. Same goes for Apogee/3D Realms. Those were punk rock kids of games development.
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#1230 |
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Join Date: Jul 2005
Location: Athens, Greece
Age: 54
Posts: 157
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Code:
Sadly, there is no WHD version, I don't know why. |
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#1231 | |
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Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,768
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Quote:
Between the 70's and 90's it was common for programmers to be part of the 'hippy' culture, while also being highly skilled programmers working in professional jobs. In the same way the producers of 'punk rock' were generally professional musicians (whether self-taught or formally trained). 'Punk' is a musical style, not an income category. BTW you may not know that the word 'punk' was originally an informal name for prostitute in the 16th to 18th centuries, and we all know that prostitution is 'the World's oldest profession'. |
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#1232 |
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Join Date: Aug 2013
Location: Marseille / France
Posts: 1,523
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Plus the AB3D Engine was made by a student in his bedroom who send it to Team17.
Nothing established or professional there. |
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#1233 | |
Registered User
Join Date: Oct 2009
Location: Greece
Posts: 106
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Quote:
I remember a computer shop where they had a full catalog of pirated games and they'd use X-Copy to provide you with the game's official setup file, not the pre-compressed full game like in today's abandonware of floppy games. You could even bring your own floppies or pay extra and buy them brand new from the shop. I often chose the latter because there was less risk of corrupt disks, which would mean having to revisit the shop again. Corrupt disks were often an issue when I would copy games from friends, usually the fully installed game in arj files split into floppies. Installation was not that long actually. I had bought Monkey Island 2 this way and full installation to hard disk would take less than 15 minutes. It was a linear installation, meaning you had to insert every floppy for full decompression of data. |
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#1234 | |
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Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,768
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Quote:
The real problems occurred after installation, when the game often would not run due to lack of conventional memory or misconfigured drivers. A typical DOS PC would need to have the config.sys and autoexec.bat files edited to remove or reconfigure drivers for more conventional memory. You might also have to go into the BIOS setup to maximize extended memory. Sound cards and CDROM drives could be problem too, as they needed drivers set up for the specific hardware including interrupts and I//O addresses. The worst thing was that one setup often didn't suit everything. To maximize memory you would have smartdrive turned off, no disk buffers added, and the BIOS set to not shadow the BIOS and video card ROMs, all of which could dramatically slow down the computer in normal operation. Most of this could be avoided by using a custom boot disk, but most PC users didn't want to do that! |
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#1235 | |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,074
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Quote:
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#1236 |
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Join Date: Sep 2022
Location: Eastbourne
Posts: 1,098
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To me, a team is 'professional' if they're working on a game on a full time basis with the intention of making enough money from it to have no other source of income. That seems to fit iD and Apogee by the time they did Doom or Duke 3D, but not Andrew Clitheroe on AB3D or the developers of Fears (none of whom seem to have any previous programming credits), let alone the later ones. To extend the analogy, punk musicians are professional musicians once they have a record deal, but not when they're mates rehearsing in a garage while at school, or while doing the odd gig at a dive pub alongside day jobs.
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#1237 |
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Join Date: Aug 2013
Location: Marseille / France
Posts: 1,523
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#1238 |
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Join Date: May 2018
Location: Ireland
Posts: 693
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#1239 | |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,523
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Quote:
https://amr.abime.net/issue_522 |
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#1240 | |
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Join Date: Jul 2005
Location: Athens, Greece
Age: 54
Posts: 157
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Quote:
Although to be fair, for gaming you only needed to have one or two different boot disk configurations. I mostly used, the boot disk created from the "TIE Fighter" game, for my gaming needs. It was very efficient!! |
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