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Old 28 August 2012, 07:40   #41
1time
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This stuff is great. Love this sort of info.

Maybe someone should add this to HOL?
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Old 28 August 2012, 10:27   #42
lilalurl
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Quote:
Originally Posted by 1time View Post
Maybe someone should add this to HOL?
That could be done.
However I think that:

1) It is best to wait a bit to see if there are more to add

2) Then when there is a more or less exhaustive list, it would be very useful to have some volunteers to check if the effects listed are correct.
Not that I don't trust everything podted here, but unless there is an official description of how the extra RAM is used, I think it is best if everything was double checked (everyone can remember things incorrectly, make legitimate mistakes etc...)
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Old 28 August 2012, 10:59   #43
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Paradroid 90 - graphical droid library only with 1MB.
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Old 28 August 2012, 11:58   #44
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Monkey Island 2 stores more of the screens in the memory if I remember correctly
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Old 28 August 2012, 12:11   #45
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Hired guns also use more RAM for save-game-to-ramdisk feature.
Doman uses it for additional sound effects.
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Old 28 August 2012, 12:32   #46
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BTW Dune II utilises extra memory for multitasking. What an advanced game for its age!
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Old 28 August 2012, 13:41   #47
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I seem to remember Death Mask adapting to the the configuration if memory and/or aga was available.
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Old 28 August 2012, 14:01   #48
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Really? Do you remember what was different? I remember that Doman used enhanced memory (for weather effects?) But game is still ugly.
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Old 28 August 2012, 14:03   #49
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IIRC, Battle Isle and Historyline took advantage of more than 1MB ram and as some others posted here before, Pro Tennis Tour2/Great Courts2 and the settlers did as well. Maybe every Blue Byte game did?
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Old 28 August 2012, 15:33   #50
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Quote:
Originally Posted by lilalurl View Post
That could be done.
However I think that:

1) It is best to wait a bit to see if there are more to add

2) Then when there is a more or less exhaustive list, it would be very useful to have some volunteers to check if the effects listed are correct.
Not that I don't trust everything podted here, but unless there is an official description of how the extra RAM is used, I think it is best if everything was double checked (everyone can remember things incorrectly, make legitimate mistakes etc...)
That sounds like a great idea

Would be cool to see this list put to a good use.
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Old 30 August 2012, 21:21   #51
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I remember Supers Cars I on 1mb amiga plays the opening music sample of Excalibur movie when the Magnetic Fields logo appears and that not happens on 512kb Amigas... As this is not a real enhancement I guess the game also will load data on memory for reduced loading times ¿or disk swaping?, but I can confirm this, never investigate it deeply.
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Old 30 August 2012, 22:55   #52
BarryB
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Wizkid shows:

USING
EXTRA
RAM!


which looks like a 5 year old drew it!! (No, not me numpty!!)

The manual also states: "A 1Mbyte machine is recommended to cut down disk access and greatly improve sound effects within Wizkid."
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Old 30 August 2012, 23:30   #53
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Quote:
Originally Posted by dirk_the_daring View Post
I remember Supers Cars I on 1mb amiga plays the opening music sample of Excalibur movie when the Magnetic Fields logo appears and that not happens on 512kb Amigas... As this is not a real enhancement I guess the game also will load data on memory for reduced loading times ¿or disk swaping?, but I can confirm this, never investigate it deeply.
Hmmm, just tried (in Winuae with quickstart config, 512 chip + 512 slow and 512 chip only) and I can confirm this.
The strange thing is that it does not happen on two other MF games I tried, Lotus and SC II (you get the logo sound even without extra RAM).

In SC I, I played one track and did not notice any other difference. You even get the crowd cheering during the track results.


Might be a Winuae by-product, but I have the feeling that when the logo sound does not play, there is a slight "blip" sound.
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Old 31 August 2012, 01:03   #54
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Solved! Finally it seems to be some kind of bug of the original release. I've tried the original one disk version and sample plays when MF logo is show.

And now...
Operation Wolf - Extra graphics with 1MB
Super Hang On - The complete game data loads into ram with 1MB at the begining, while u can hear the intro magnificente intro version of "Winning run" for longer (and this is good), and after no more loading times (this is also good), and as minor enhancement (but also very nice) at the music selection you will hear each track (as they are loaded into ram) but with 512kb you only see the title song.

Last edited by dirk_the_daring; 31 August 2012 at 01:22.
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Old 31 August 2012, 01:15   #55
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Utopia, better sound effects and/or music
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Old 31 August 2012, 09:04   #56
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I can confirm FA/18 interceptor music only plays with 1Mb machines. And it's a nice one
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Old 02 September 2012, 18:36   #57
1time
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Oil Imperium - If memory expansion is found, Oil Imperium will use it to store data and graphics to reduce loading.
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Old 05 September 2012, 18:21   #58
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I thought I remembered Rocket Ranger needed extra RAM, but I just looked it up and it's a 2nd disk drive it needs!

If I remember Starglider II only plays the theme music on the title screen if you have extra RAM. Otherwise you just had to play it from the supplied cassette :/ Don't know why they didn't just make it as a mod but there you go.
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Old 01 October 2012, 13:21   #59
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If First Samurai uses extra memory, maybe Second Samurai too. honestly I dont know..

Maybe Virocop too,
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Old 10 October 2012, 10:43   #60
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Phoenix Fighters http://hol.abime.net/1048 Utilises (if available): 68020 CPU or higher (for enhanced graphical effects and other improvements), extra memory, HD.
A-Train http://hol.abime.net/3339 Amiga release requires 1Mb ram for lo-res graphics and 1.5Mb ram for hi-res graphics.
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