![]() |
![]() |
![]() |
#21 | |
Inviyya Dude!
![]() Join Date: Sep 2016
Location: Amiga Island
Posts: 2,560
|
Quote:
On the other side, I think the 1200&AGA was never really maxed out in those games that were released for the platform. |
|
![]() |
![]() |
#22 | |
Registered User
Join Date: Sep 2006
Location: New Sandusky
Posts: 909
|
Quote:
1987 X68000 had 16-bits per pixel vs 1992 AGA's 8-bits per pixel. This meant the X68000 could have 256-color dual playfields while AGA could only have 16-color dual playfields. Moreover the X68k could have 16-color *QUAD* playfields. In single playfield mode the X68k could do 65536-color hi-color, while AGA was limited to 256-color or hard-to-animate HAM8 -- technically this made *1992* AGA slightly better at displaying still images than *1987* X68000, but not very useful for games especially with the hardware sprite limits. 1987 X68000 supported hardware tilemap playfields, 1992 AGA did not. This gave the option for fast-scrolling LARGE playfields without stressing the blitter or CPU to build them up from tiles. (Also this gave the X68k screaming fast textmodes for color terminals, while AGA could only barely manage a good 16-color terminal and OCS lagged.) 1987 X68000 supported 8-channel FM sound synthesis in hardware. Its PCM DACs were not as good at 1992 AGA's Paula, so MOD-style music and sfx did not sound as good, but for synth-style music it was definitely better than the Amiga. Still, this meant that games could have full, rich soundtracks and the DACs could be used for sound effects, voices, etc. at the same time. (IMHO OCS/ECS should have included some sort of sound generator in addition to the PCM DACs, and AGA should have had a proper DSP.) Basically there is no way 1992 AGA, even with a 68030, could keep up with all the hardware capabilities the 1987 X68000 wielded, even with its slow 10Mhz 68000. Also keep in mind that we're comparing 1992 AGA to 1987 X68k. By 1992 the x68k's chipset had been upgraded to include stuff like 24-bit graphics, 1024 sprites, etc. That's the interesting thing. The X68000 was called "Japan's Amiga", not just due to design similarities, but in that it was as revolutionary in 1987 as the Amiga was in 1985. I see the X68k as what could have been if Commodore had kept R&D on the front burner with the Amiga instead of the tiny incremental improvements they made. By the time the last X68k models were released (1993, same as C=), they were still on top compared to the Wintel market (which still had just dumb framebuffers with maybe a blitter) and had enough 2D hardware graphical effects to run rings around anything a 486 could pump out through software rendering. The only downside was that Human68k was a shit OS. AmigaOS ran rings around it. Nothing a nice as AmigaOS existed in the consumer space until Windows95. In an ideal world, Sharp and C= would have teamed up to make the next-gen Amiga. =/ |
|
![]() |
![]() |
#23 | |
Warhasneverbeensomuchfun
![]() Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 39
Posts: 3,449
|
Quote:
![]() |
|
![]() |
![]() |
#24 |
Registered User
Join Date: Jul 2018
Location: United States
Posts: 52
|
I could be wrong, but doesn't the Paula have some kind of sound generator functionality? Like, for example, the music in Sinbad and the Throne of the Falcon and Alien Syndrome to me don't sound sampled in any way at all.
|
![]() |
![]() |
#25 |
Registered User
![]() Join Date: Jul 2014
Location: Finland
Posts: 1,077
|
|
![]() |
![]() |
#26 | |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,659
|
Quote:
|
|
![]() |
![]() |
#27 |
Amigan
![]() Join Date: Feb 2012
Location: London
Posts: 1,228
|
Paula allows one channel to modulate another channels frequency (and volume?). Don't think it was used much. I don't see a major advantage to this. Maybe someone can correct me?
|
![]() |
![]() |
#28 | |
Registered User
Join Date: Sep 2006
Location: New Sandusky
Posts: 909
|
Quote:
The thing is, it's a huge waste of memory bandwidth doing this and a waste of (at the time) expensive DAC-grade ASIC. Simple PSGs at this point in time were incredibly cheap to make and you could've thrown in a couple of extra SID chips into the Amiga without adding much cost. (SIDs were among the finest of early PSGs in that they had the fancy envelope and filter controls). In fact they probably could have made a "super SID" at that point, combining maybe 18 channels on one die. That could have sounded godlike. |
|
![]() |
![]() |
#29 |
Registered User
Join Date: Jul 2010
Location: sthlm
Posts: 221
|
Japanese developers where always great at working within the boundaries of the hardware instead at constantly working against it.
Just compare the euro centred atari st with japanese msx. Neither can scroll worth a damn. Euros put every resource they had trying to make that peg legged fucker run. But japs, simply said fuck it. It does not scroll. Lets do lots and lots of awesome flickscreen games instead. |
![]() |
![]() |
#30 | |
Warhasneverbeensomuchfun
![]() Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 39
Posts: 3,449
|
Quote:
![]() |
|
![]() |
![]() |
#31 |
Registered User
![]() Join Date: Dec 2015
Location: Lisbon/Portugal
Posts: 51
|
X68000 was a real monster for its time, completely agree with the parallel with amiga's debut in 85.
That platform has some of the best, near arcade perfect conversions. Case in point: Final Fight. I do believe it was quite expensive, even for japanese wallets. Last edited by TurboCrash; 19 December 2018 at 22:43. |
![]() |
![]() |
#32 |
Registered User
Join Date: Jul 2018
Location: United States
Posts: 52
|
Yeah, I should look more into the X68000 someday. I've beaten the Beginner course on the X68k version of Super Hang-On one time and it's indeed a very impressive port. Better than the Amiga version, but honestly I was surprised how the Amiga version was still really quite good for a western port of a JP arcade game.
|
![]() |
![]() |
#33 | |
Registered User
![]() Join Date: Oct 2008
Location: Finland
Posts: 643
|
Quote:
https://retrocomputing.stackexchange...e-sharp-x68000 |
|
![]() |
![]() |
#34 | |
Registered User
![]() Join Date: Nov 2018
Location: Germany
Posts: 42
|
Quote:
This expertise being clearly reflected even in the general japanese HW platform design. So you don't need to go as strong (and expensive) as a X68000, when a good PC-Engine game using a 7,15MHz 6502 deriverate already delivers a superior action gaming experience compared to most OCS/ECS Amiga games. It's hard to say whether a japanese game company would have spent the effort to develop a sprite / bob scrolling game engine on a platform which was not consciously developed towards such kind of games (being more a general purpose graphics computer). The only Amiga company I know, which recognized this, and made a serious effort to compete against the japanese game designers, is Rainbow Arts / Kaiko / Factor 5 (3 names, mostly same people involved). Interestingly, Fumito Ueda, the guy who did such acclaimed Playstation classics as "Ico" and "Shadow of the Colossus", was one of the few japanese Amiga users, and was heavily inspired by European games like "Another World". |
|
![]() |
![]() |
#35 |
CaptainM68K-SPS France
|
their own custom arcade hardware ? they made their games on the X68000 !
the X68000 was the most used computer to make coin-op games ! Only a few companies used PCs to make arcade games. Taito, Capcom, Toaplan, SNK, and some others used the X68000, because it was the most adequate and competent computer to make such high standard games. |
![]() |
![]() |
#36 | ||
Registered User
![]() Join Date: Nov 2018
Location: Germany
Posts: 42
|
Quote:
You are mixing up the development platform with the actual arcade hardware. The CPS hardware does not use the custom graphics chips from the x68000. It uses an entirely different, ROM-Based graphics system. Quote:
And yet (if I take your personal word now without checking), all their actual hardware platforms strongly differ from the x68000. Best example being the NeoGeo, which has a vastly different graphics and sound architecture, compared to the x68000. Taito did games running on multiple monitors using multiple 68000 CPUs, while simultaneously providing smaller scale games on Z80 hardware. There is a very good site which sums up many of the different (and diverse) custom hardware platforms designed by japanese game companies: http://www.system16.com/ My point stands that japanese game manufacturers always did their own in-house hardware platform, and thus have a substantially different background compared to european / american game developers. This started way earlier than 1987, and provided the engineers of the X68000 a good base for their hardware specification. Not to mention that the x68000 lacks some prominent features already established in the arcades by 1987, like hardware sprite/layer scaling & rotation. Last edited by dmacon; 20 December 2018 at 12:39. |
||
![]() |
![]() |
#37 | |
CaptainM68K-SPS France
|
Quote:
SSF2 was made on X68030 computers. |
|
![]() |
![]() |
#38 | |||
Registered User
![]() Join Date: Nov 2018
Location: Germany
Posts: 42
|
Quote:
If you talk about "hardware", I mean actual hardware. Quote:
You probably know that the CPS can display more sprites, and provides more CLUT entries for sprite and layer graphics than the X68000, right? Quote:
CPS is Capcom's own hardware platform, using their own custom engineered ASICs. In addition, Super Street Fighter II even has a completely different sound system as the X68030. Last edited by dmacon; 20 December 2018 at 12:51. |
|||
![]() |
![]() |
#39 | |||||
CaptainM68K-SPS France
|
Quote:
Next please read video game densetsu website and also the books the untold stories of japanese developers. Just for the record, when the X68000 was released, a higher up guy at capcom asked to their hardware engineers if they could make a carbon copy of the X68000 as arcade hardware. the first CPS1 games were made graphically with a Sony SMC-70 computer. The programming was done with PC-88jr computers. From 1990, they made the games on the X68k computers, all the CPS1 game and all the CPS2 games were made on those, until 1995, where they ported the toolchain on Windows PC. Quote:
Quote:
PS : the CPS-1 can only display 3072 colors, while the X68000 can display 65535 in 512x512 Quote:
Quote:
Ghouls'n'Ghosts is exactly the same as the CPS1 version, pixel and sound wise. the X68000 is using a 68000 @ 16 mhz, a Z80 + a YM 2151, it has the same rotation abilities as the CP boards..... |
|||||
![]() |
![]() |
#40 | ||||||||
Registered User
![]() Join Date: Nov 2018
Location: Germany
Posts: 42
|
Quote:
Other important details as VRAM management aside, you simply can not run the same code on both platforms. Quote:
Quote:
Quote:
Quote:
As I pointed out earlier, both systems also have vastly different ways of VRAM management. The X68000 needs storage of all tile map, graphics & sprite gfx in VRAM, while the CPS, being a ROM based system, only stores the tile maps and sprite attributes in VRAM. Simplified: to switch from Cammy to Zangief requires just a single change in the sprite attribute table on the CPS2, while the X68000 requires re-loading all the graphics data by memory copying into the VRAM. CPS is a different hardware platform, plain and simple, no matter how many video game articles you cite (which is, for sure, a questionable source of information for a developer). Quote:
Quote:
Quote:
What is your point here? Last edited by dmacon; 20 December 2018 at 14:09. |
||||||||
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
PSX game made by Amiga developers | Shatterhand | Retrogaming General Discussion | 20 | 05 January 2015 10:40 |
Some IMPORTANT amiga developers say Bye.... | keropi | Amiga scene | 31 | 08 November 2007 08:28 |
The Ultimate Tribute to Amiga Developers... | guru64 | Retrogaming General Discussion | 9 | 05 October 2006 18:52 |
active Amiga developers? | Tolismlf | Amiga scene | 4 | 13 August 2004 15:34 |
Amiga developers and the Arcades | Tim Janssen | Nostalgia & memories | 10 | 26 March 2004 00:52 |
|
|