![]() |
![]() |
#1281 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,593
|
Quote:
Now i think Joe and Mac is a superpalette* work gone horribly wrong,they did have the arcade assets but probably not enough time to fix the colors nor playability - and the player could have been a sprite too *Programs like Debabelizer mac or even AD pro can analyze colors in several pictures and generate a unique palette (or "superpalette") that hopefully catch them all, but indeed on lower bitplane depth results would never be good Beside that, removed sprite effects and copper, the game assets are plain 16 colors and the most unimaginative color set possible -_- Last edited by saimon69; 14 February 2024 at 18:10. |
|
![]() |
![]() |
#1282 |
Hobby/Indie gamedev
Join Date: Jan 2015
Location: Southern Sweden
Posts: 110
|
That Joe and Mac dino Amiga screen might have looked very slightly better on a TV with a different gamma. A lof of older games (MAME stuff especially) have issues with the jump from black to the next shade in the ramp/gradient – the shade looking too close to a muddy midtone on modern flatscreens.
That said there are clearly other issues with this conversion... some understandable... back then there were certain workflow impediments, stuff which is perhaps easy to overlook nowadays with all of our resources. It's possible to make pleasant graphics even with 16 colours by clever colour grade limiting etc, but taking such artistic license for a quick port was probably out of bounds. With 32 colours you have less of an excuse if you mess up though. |
![]() |
![]() |
#1283 |
Registered User
Join Date: May 2023
Location: essex
Posts: 495
|
Unless there is a technical reason you really should make the most of what a machine has to offer. Spend 10 seconds on something like Photoshop and compare 128 colour arcade pixel art reduced to 16 and 32 colours. Massive difference.
Even with 64 colours you will struggle to replicate Alien Syndrome's graphic assets and a lot of gamma/luma tweaks to the original assets before conversion to Amiga is required. Which is why I wipe my ass with 16 colour ST port jobs on Amiga. |
![]() |
![]() |
#1284 | |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,414
|
Quote:
[ Show youtube player ] |
|
![]() |
![]() |
#1285 |
Hobby/Indie gamedev
Join Date: Jan 2015
Location: Southern Sweden
Posts: 110
|
Joe and Mac quick test, Amiga/ST 16 colours vs Arcade 110 colours (256x240 pixels). I suppose with 16 more colours one could preserve the hues a bit better for the foreground rocks, cloud blues, and include an additional partial brown/yellow ramp. Banding issues may still arise on the larger dino though. Other than that (bigsprite games) there's probably severely diminishing returns after around 40 colours I'd say.
![]() Last edited by Arne; 15 February 2024 at 18:12. |
![]() |
![]() |
#1286 | |
Registered User
Join Date: Dec 2020
Location: UK
Posts: 15
|
Quote:
The PC version is easily the best conversion of all the platforms, the 2nd one being the SNES. I don't agree with Amiga beating a £1500 PC at the time for side-scrolling 2d action games because of the hardware pre 1991. The problem is the PC in the 1980's to early 1990's was the king of cr@p conversions, much worse than what the Amiga got for ST ports. It was massively under utilizing the hardware and developing still for 8088. They didn't develop 99% games aimed at a 286 let alone 386 pre 1991. Considering the 386 was released in late 1985. Most 1992-1993 games like Alone in the Dark 1 play fine on a 12mhz 286 (I completed the game on it). Other games like Tubular Worlds from 1994 have smooth scrolling on 12mhz 286. It all depended on the developer using the hardware, not just rushing out the PC port as an after thought with the 8088 in mind. Caveman ninja in my opinion with the amount of onscreen graphics, scrolling and sound (digital and MT32) is better than any Amiga arcade conversion from 1985-1991. Considering how it is an arcade perfect port that runs on my 1987 12mhz 286 PC with an 8bit ISA VGA and only needs 1MB to run (512KB + 380KB EMS). Toki was good on the Amiga but this blows it away with 100 + colors and more animation and GFX on screen. I'm trying to find an arcade perfect all action side scrolling Amiga port (with this much detail) of an Arcade game from 85-91 that could do this and can't (obviously reduced to 32 colours etc). Or would a conversion of the PC port be technically possible on a 1MB A500 and run fast enough with no missing animation as the 286 etc. Last edited by rKickrkds; 15 February 2024 at 19:16. |
|
![]() |
![]() |
#1287 | |
Registered User
Join Date: Jan 2023
Location: Toronto
Posts: 419
|
Quote:
Dragon's Lair doesn't scroll much but it was jaw dropping for 1989 and got me to buy my Amiga. Arkanoid was a good port as was Marble Madness. P-47 Thunderbolt isn't too bad and then obviously you had SOTB in 1989 which although not a side scrolling arcade game could have been one and not seemed out of place. |
|
![]() |
![]() |
#1288 |
Registered User
Join Date: May 2023
Location: essex
Posts: 495
|
You can't do 1989 Shadow of the Beast 1 as well as a 1985 Amiga running it on any 1991 PC at any price with any video/sound cards, even if you were Bill Gates.
That SCUMM VM ECS video with Sam and Max is interesting, as it is doing all that on the fly 256>64EHB conversion real-time I guess there is a massive CPU overhead to make that happen? Even on a 386/25 or 386/33 and quad speed CD drive my friend had back then there was 'tearing' on the animated graphics. |
![]() |
![]() |
#1289 |
Registered User
Join Date: Sep 2022
Location: Eastbourne
Posts: 1,080
|
Pacmania is really underappreciated, not only great fun if you can disengage your brain for a bit, but also as evidence of how much better an Amiga's potential for smoothly scrolling a colourful screen in multiple directions was than anything else, I'm not sure what level of PC you'd need to do that but certainly beyond anything affordable in 1988. Marble Madness similarly, and Hybris is groundbreaking too - probably the closest thing ever at that time to bringing the best arcade shoot 'em up action into the home (a year before the Genesis / Megadrive launched)
|
![]() |
![]() |
#1290 | ||
Registered User
Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,717
|
Quote:
The myth of the vertical retrace interrupt Quote:
|
||
![]() |
![]() |
#1291 | |
Registered User
Join Date: May 2023
Location: essex
Posts: 495
|
Quote:
On my 486 I had some shareware vertical scrolling shmup and it was really good and smooth 99% of the time, can't remember what it was called bit it was kind of like Raiden arcade game. There may be demo coders on PC DOS that overcame this with a feature or some very complex timing to fake raster feature of most home computers let alone Copper/DLIs of Amiga and Atari 400/800 respectively. Windows doesn't properly support Vsync anyway I think, which is why the VICE emulator for Windows Vsync option doesn't really work when playing PAL versions of fast games like Uridium. Sam and Max was really one of the first PC games I saw and thought nobody is going to put that much effort into a CD32 game and that was really the problem I felt back then. PC games were getting console levels of effort put into them more and more often, CD32 just seemed to be a dumping ground for simpler/less involved Amiga disk games + a CDDA soundtrack generally. |
|
![]() |
![]() |
#1292 |
Global Moderator
Join Date: May 2013
Location: Setúbal, Portugal
Posts: 616
|
I'll take a wild guess and say it was 'Raptor: Call of the Shadows' by Cygnus Studios. If indeed it was, it's 1994 game (meaning, post Commodore's demise, just to put things in perspective).
|
![]() |
![]() |
#1293 | |
Registered User
Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,717
|
Quote:
Once PCs got VGA which could match the Amiga's graphics (at least in magazine screenshots) the writing was on the wall. CD only made it worse because the effort required to fully exploit it was far higher. Myst, a relatively simple CD game, took 2 years to develop and cost over $265,000, largely due to its 2,500 rendered images. There was no way that kind of investment could be recovered in Amiga CD sales. |
|
![]() |
![]() |
#1294 | |
Registered User
Join Date: Jan 2019
Location: Germany
Posts: 3,307
|
Quote:
Err, what? If VGA doesn't support VBlank as you claim, how come that several Amiga graphics cards such as the GVP Spectrum based on the Cirrus chipset do offer a vertical blank interrupt? In fact, P96 exposes the vertical blank interrupt by many contemporary VGA chips to AmigaOs. What is true is that Vertical blank interrupts were not a feature available on *all* such cards as some card vendors decided not to connect the interrupt signal of the chip to the system, but that's a different issue. What VGA however does supply is a bit that allows you to check whether the electron beam is in the visible or invisible part of the screen, thus you can at least check whether you are in the vertical blank. That is always available. |
|
![]() |
![]() |
#1295 | |
Registered User
Join Date: May 2023
Location: essex
Posts: 495
|
Quote:
I agree totally, it reminded me of how at the start most people considering an Atari 800 also considered a C64 and vice versa but at some point the C64 software evolved beyond the simpler games into truly massive, if repetitive games like Quo Vadis and the games got larger and more complex thanks to a base spec of 64kb vs most Atari games targetting 32kb or less. I think It Came from the Desert should have got a VGA release with some MT-32 support etc, by that time maybe twice the size/complexity too as even 3 HD disks on PC is like 6 disk Amiga gaming. That's one of the last 'important' multi-format releases of non arcade style games where the Amiga was the only sensible choice of platform to experience it on. One of the major players in the home/family computer market should really have bought Cinemaware as Sony did with Psygnosis, they were bankrupt at just that time when things were moving on to the next level of complexity/immersion and PC development budgets were embarrassing rival system developments to be honest. |
|
![]() |
![]() |
#1296 | ||||
Registered User
Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,717
|
Quote:
Funny thing is, according this file on Aminet, in 1996 CyberGraphX didn't support VBLANK interrupts. The solution doesn't say anything about the CV64 having a hardware VBLANK interrupt, implying that it doesn't. Quote:
But hey, if you don't want to believe what's written in that article... Quote:
BTW I just found out that VSYNC wasn't the only reason some games suffered from tearing. Making a hardware scroll routine that worked smoothly on all cards was difficult. Why does Commander Keen 4-6 hardware scrolling glitch on ATI (Mach) PCI video cards? Quote:
|
||||
![]() |
![]() |
#1297 | |||
Registered User
Join Date: Jan 2019
Location: Germany
Posts: 3,307
|
Frankly, I'm actually not aware of a VGA chip that doesn't. Just whether it is connected is the issue.
Quote:
No, it's not. "VGA does not have interrupts" is a different statement than "Card vendors decided not to connect the hardware interrupt". Quote:
Quote:
That's only providing information when particular registers become effective. Apparently, some VGA cards have shadow registers such that the screen start and panning registers are only updated at the vertical blank. This is, actually, helpful to avoid tearing. |
|||
![]() |
![]() |
#1298 |
Registered User
Join Date: May 2023
Location: essex
Posts: 495
|
From what I remember Diamond did some great ISA cards with all sorts of wonderful technical tricks to make the best of the 11mhz 16bit mode of ISA+
Matrox by 1996 with the Millenium + Rainbow Runner dual solution created every Amiga desktop video fanatics dream SVGA cards by the mid 1990s. It was interesting back then watching the PC improvements whilst ESCOM fought to buy Commodore and get back into the shops. Bad time for Amigans, great time for PC lovers really is how I remember the mid 90s. With the advent of onboard 'windows sound system' DACs on motherboards it was really the end for any chance of Amiga ever coming back without some sort of 3DO/PS1 rivalling chipset being added to a £500 base model. Windows is really the reason why I left the PC scene until unlimited/unmetered fixed rate ISP packages emerged in the early-mid 2000s, PS2/Xbox covered my needs lol |
![]() |
![]() |
#1299 | |
Registered User
Join Date: Sep 2020
Location: Italy
Posts: 84
|
Quote:
![]() Last edited by Luca underdog; 17 February 2024 at 16:01. |
|
![]() |
![]() |
#1300 | ||||||
Registered User
Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,717
|
Quote:
I have a Trident TVGA8900 card manufactured in October 1993 and can confirm that the IRQ line is not connected. The card doesn't even have the gold finger on slot pin B4 that is required to connect it, so you couldn't jumper it to the chip even if you had the skills to do that. Quote:
Another 'funny' thing I came across was this Usenet post by Dave Haynie:- Quote:
Quote:
Quote:
Furthermore chips varied in their handling of scroll registers, making it difficult to get tear-free horizontal scrolling. Even id didn't get it right. So it's no wonder that most developers avoided having to deal with those issues by not using features that didn't work properly on a large number of machines. Quote:
All this just goes to show that maintaining full compatibility in complex hardware can be difficult, especially when programmers are banging the metal (as most were back in those days). The PC market was large enough that you could often get away with not supporting all machines, but users didn't appreciate it. Incompatibilities were rife, pushing customers to even more stridently demand 'full IBM compatibility' from vendors - when this wasn't really possible. I lived that scene for over 10 years and the Amiga was such a relief in comparison. The A1200 did some incompatibilities, which wasn't good. But that was expected and accepted as the price we paid for its enhancements. More importantly I knew that if a game worked on the shop A1200 then it would work on the customer's A1200 too. I didn't have to worry about what graphics card they had and how it was jumpered etc. For most stores who just sold boxes this was even more important, especially in the Amiga's smaller more fragile market. One of the biggest selling points of the Amiga was that it didn't suffer from the crap PC users had to put with. Buy game, insert into drive, and play! Take that away and it's just another reason to buy a PC instead. |
||||||
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Some fan made zelda games with ports for amiga | rmcin329 | support.Games | 15 | 03 September 2022 21:45 |
Who here made their own Amiga games and/or utilities? | Foebane | Retrogaming General Discussion | 28 | 01 March 2020 10:54 |
How many games were made for Amiga? | Photon | support.Games | 7 | 13 May 2017 14:52 |
ST games that never made on Amiga... | the wolf | Retrogaming General Discussion | 8 | 07 March 2004 18:04 |
Who made the best Amiga games? | Andrew | Amiga scene | 33 | 06 August 2002 20:17 |
|
|