16 November 2016, 23:25 | #121 | |
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17 November 2016, 04:54 | #122 |
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While sleeping on this discussion I'm actually warming up to the idea of doing an enhanced mode - basically offer the standard OCS limitations then give the user the chance to switch so fast memory can be used for code.
It makes me wonder why developers/publishers did not offer this at the time. And it would of been a way to get users to upgrade in a stealth way to fast memory. Going back to Stardust, or Alien Breed and such, it would of been awesome to have an EHB mode for users with fast memory. And at the time this really would not of had much impact on development done the right way. My other thought on this is what happens if you want to go beyond 1meg... some game types will need more memory. For instance games like Wolfenstein... which is what I'm investigating on OCS. With fast memory it is possible to render 2x2 pixels at 64 colours running at 17fps. It's also actually possible to do 2x2 pixels at 16 colours on a standard OCS machine at 17fps but by doing that there is not much memory left for the actual game. So for something like this there's no choice but to use fast memory so in away the purest would never except that but on a technical point of view it would prove that it was possible to do that in 1985. |
17 November 2016, 08:12 | #123 |
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What I've been learing with rygar is that we're willing to sacrifice screen size, we'll have a extra boost on dma cycles. Since we spare 64 pixel, we have: 64/16 = 4 slots, each slots have 8 transfers cycles, so we have 32 cycles per 200 lines = 6400 cicles, if I did correct!!
Not BAD! with thi strick we can have Wolfestein on OCS 1x1 at 16 colors with decent speed |
17 November 2016, 09:54 | #124 | ||
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17 November 2016, 09:55 | #125 |
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17 November 2016, 09:59 | #126 |
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17 November 2016, 10:01 | #127 |
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17 November 2016, 10:24 | #128 |
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17 November 2016, 10:27 | #129 |
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Thinak about now many conversion they could have been done with this simple thing in mind..
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17 November 2016, 10:39 | #130 |
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17 November 2016, 11:50 | #131 | |
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For example in Risky Woods the actual game area is only 287*176, and the static "game panel" area below that is 287*47. And in Toki the game area is 224*176, and the panel area is 224*24. And Midnight Resistance has a 288*160 game area + a 288*40 status panel. So it would seem that reducing the screen area was a common practice back then, and it surely increases speed, so we should definitely use this trick. --- Also according to the Wikipedia article of Rygar, it uses a 256*224 display. So just to achieve "arcade perfect" accuracy you should reduce the game area to this value, and maybe put a separate status panel to the remaining screen area. Many arcade machines have a smaller display than the Amiga's 320*256. For example Black Tiger arcade is also 256*224. And also almost every Super Nintendo game uses 256*224, which should make any SNES to Amiga conversion a little bit easier too. A 256*224 screen area is 30 % smaller than full 320*256, but still looks good. Even Toki looks OK with it's 224*176 screen, because the status panel below it creates an illusion of a bigger screen. Last edited by Master484; 17 November 2016 at 11:55. |
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17 November 2016, 11:58 | #132 |
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That's something i don't get, if using lower res screens gives games a boost, why didn't a lot of Amiga games that used a lower resolution get 'zoomed in' i.e displayed on the whole tv screen, if SNES games were on the most part only 256x224 they were displayed full screen (bar pal games!) Amiga games that didn't use overscan looked poor in comparison to console games despite being in a higher resolution in most cases?
I.e Flink on the CD32, the graphics are the same resolution, but because the Megadrive version gets displayed full screen its looks better despite the pixel art being the same. |
17 November 2016, 13:05 | #133 |
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17 November 2016, 13:25 | #134 | |
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17 November 2016, 13:53 | #135 |
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out of topic but 16 colors could be enough for Black Tiger
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17 November 2016, 13:56 | #136 |
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17 November 2016, 13:58 | #137 |
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32 colors would be almost identical to arcade machine.
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17 November 2016, 14:02 | #138 |
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17 November 2016, 15:21 | #139 |
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17 November 2016, 15:41 | #140 |
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this is the original picture, 69 colors and my conversion. I added some things like an enemy and an item to be even harder
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