15 July 2013, 11:40 | #201 | ||
WinUAE developer
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Quote:
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17 July 2013, 23:06 | #202 |
TinkerTailorContentMaker
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I have a question. Who is "Fungus The Bogeyman"?
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18 July 2013, 03:06 | #203 |
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18 July 2013, 03:22 | #204 |
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One explanation of the difference in weight would be one is analog, (has a heavy transformer) and the other is switching, digital and much lighter.
I've never seen the inside of either, so just guessing. |
18 July 2013, 11:47 | #205 |
TinkerTailorContentMaker
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Hmmmm, interesting. Sounds plausible.
It's gold I tells ya, it's all gold! Well maybe not, never looked myslef.. |
18 July 2013, 14:03 | #206 |
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Back in the C64 days, I had a teacher in school who told us that the reason the transformers were so heavy was because they filled them with asphalt.. I have yet to see one like that, but then again he did tell a lot of stories and not all of them equally true.
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18 July 2013, 14:18 | #207 | |
Glastonbridge Software
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Quote:
The big transformers you see on power lines are immersed in a vat of oil to distribute the heat evenly. *laminated |
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18 July 2013, 14:22 | #208 |
Zone Friend
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Maybe they are heavy on Earth but not on Cybertron
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18 July 2013, 14:28 | #209 |
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19 July 2013, 00:01 | #210 | |
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19 July 2013, 00:14 | #211 |
Phone Homer
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19 July 2013, 08:11 | #212 | |
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Quote:
the controls that move the picture around had far greater range than other monitors. |
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19 July 2013, 20:51 | #213 | |
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Not all PAL monitors supported the 60Hz stretching mode however. It varied model by model. I know that some C= 1084s would do it but not others. Some would centre the picture and divide the extra black bars between the top and the bottom. Conversely, the original C= A1080 NTSC monitor could be stretched to display almost the full 50Hz picture (around 320x240ish) so it could still be used for PAL gaming. Virtually none of the CRT NTSC TV sets, however, would display a 50Hz picture. They would just display a rolling screen, and this is still valid for a lot of modern LCDs as well (black screen when fed with 50Hz signal). |
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19 July 2013, 23:37 | #214 |
Zap´em
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The PAL and NTSC issue:
in 90´s I had an Amiga 1200 with Q-Drive CD-Rom. I also had a CD 32 version of "UFO Enemy Unknown". I remember I tried to get it working on my A1200 with CD 32 emulation (was in the Q-Drive drivers pack), but the screen was flickering and rolling on PAL TV. When I took out the NTSC file from the screenmode-drawer on my A1200 hard-disk, it suddenly worked. What I want to point to is, that it maybe doesn´t take much change to make a 320x200 PAL game be a 320x200 NTSC game. I also have had a CD 32 game where you could switch PAL / NTSC in-game while the computer was running. I think it was Street Fighter 2 Turbo (on real CD 32), but I am not quite sure at the moment. Am I totally wrong? Isn´t it, that a 320x200 program could be changed from PAL to NTSC just by changing system-configuration files? Or did I misinterpret what happened? If I am right, you could use 320x200 images for both PAL and NTSC, you certainly couldn´t make a 320x256 game be an NTSC one. |
20 July 2013, 01:37 | #215 | |
Glastonbridge Software
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23 July 2013, 22:04 | #216 |
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what's the maximum resolution image an unexpanded A1200 can EIGHT WAY scroll and still have enough ram left for a few bobs/sprites and gameplay? i'm thinking top down racers, shooters etc (think Overdrive, Micro Machines, Chaos Engine, Total Carnage etc)
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26 July 2013, 20:44 | #217 |
Glastonbridge Software
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Well I managed 320x224 with room to spare, going up to 320x448 interlace mode shouldn't even increase the overhead. No reason 640x512 shouldn't be possible. But I've never seen arcade-style games in other than low-res.
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26 July 2013, 20:49 | #218 |
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thanks for the response Mrs B, but i was referring to the scrolling image and not the screen resolution. any ideas?
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26 July 2013, 20:55 | #219 |
Glastonbridge Software
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On AmigaDOS you can change current directory just by entering a path at the prompt. I just wondered what happens if you have a directory called "cd" and you type "cd". Well the good news is that doesn't get confused.
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26 July 2013, 21:03 | #220 | |
Glastonbridge Software
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Quote:
For a double buffered screen in 16 colours you could just about fit a 1300x1300 playing area into Chip RAM but that wouldn't leave much room for anything else, maybe 100k or so for your bobs/sprites. I wouldn't recommend trying to push the boundaries of Chip RAM if you want your game to run from Workbench though because you can't guarantee how much is already used up. |
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