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Old 11 October 2012, 12:37   #21
PopoCop
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"Napalm",
"Exodus: The Last War",
"Nemac IV",
"Gloom Deluxe",
"Pinball Prelude",
"Virtual Ball Fighters",
"Foundation",
"Virtual GP".
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Old 11 October 2012, 13:23   #22
clauddio
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Quote:
Originally Posted by TheCyberDruid View Post
I know that Darkseed uses interlace, but I can't see anything special about Simon. Just ran it within WinUAE with the LoRes display setting, non-doubled in a 320x256 window and here's the result:



The game is LoRes.
simon is a rare game...I know it now
works in low res if you run it from whdload or if you run it directly from floppy
but if you install it on hardisk on the normal way (not whdload) and if you run the game from a workbench in laced mode example 640x512 ....the game will run in a laced screen

seems the command runit opens the game in a WB background or something like that
also it seems the game can run in DBL pal or VGA mode....you do not need a 15hz monitor to run the game...will confirm later...tested only in winuae...will make more tests on my A1200 later
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Old 11 October 2012, 13:41   #23
TCD
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I still don't think that Minuous was thinking about the screenmode, but rather the used resolution of the game.
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Old 11 October 2012, 19:02   #24
Samurai_Crow
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When Total Chaos made the jump to AGA, it also made the jump to high-res laced as well.
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Old 11 October 2012, 19:27   #25
Predseda
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Skidmarks
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Old 12 October 2012, 03:28   #26
rsn8887
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Super Stardust AGA uses some weird hi-res overlay for the shield and energy counters... at least
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Old 12 October 2012, 11:54   #27
Mrs Beanbag
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Quote:
Originally Posted by rsn8887 View Post
Super Stardust AGA uses some weird hi-res overlay for the shield and energy counters... at least
AGA can put hi-res and super-hi-res sprites on top of low-res screens. It can also hardware scroll a low-res screen by one super-hi-res pixel's worth. So Mr Beanbag features "quarter pixel scrolling" and "quarter pixel sprite placement" as well (the sprites aren't hi-res, but their screen co-ordinates are!).
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Old 12 October 2012, 12:59   #28
Amiga1992
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Quote:
Originally Posted by TheCyberDruid View Post
I still don't think that Minuous was thinking about the screenmode, but rather the used resolution of the game.
True, even if Simon can open in a 640x512 laced screen, it's still a blown up 320x256 game.


Ms. Beanbag: Such a fantastic machine. So that's what sub-pixel scrolling is. I didn't know exactly what it was until now. Thanks for that clarification.
Any other game that uses these super high res/high res sprites over lowres backgrounds?
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Old 12 October 2012, 22:41   #29
Retro-Nerd
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Simon the Sorcerer II
Biing AGA
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Old 12 October 2012, 22:52   #30
clauddio
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Quote:
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Simon the Sorcerer II
Biing AGA
do you know if there is a PC version of Biing in english language and where I can download it?
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Old 12 October 2012, 22:57   #31
Retro-Nerd
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http://coreduo.me.uk/biing-sex-intri...scalpels-1995/
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Old 12 October 2012, 23:19   #32
clauddio
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thanks master
you know I was googling for Biing before and even I can't found anything related to this this game...seems the game was forgotten by all
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Old 12 October 2012, 23:34   #33
rare_j
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Originally Posted by Predseda View Post
Skidmarks
I think the original skidmarks is a low res game but all the follow ups (super skidmarks etc) were hi res.
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Old 13 October 2012, 00:42   #34
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I'll have to try it again, but I'm pretty sure Fighter Duel is hi-res.
Then again, Flight Sims might not count.. ;-)

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Old 13 October 2012, 00:52   #35
NovaCoder
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How about 1280x200 in AGA -> [ Show youtube player ]

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Old 13 October 2012, 01:31   #36
Amiga1992
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What a weird resolution
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Old 13 October 2012, 13:19   #37
frikilokooo
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Air Warrior
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Old 14 October 2012, 05:22   #38
Harry
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Fourmaze, a Pacman clone available on aminet:game/actio/fourmaze.lha, uses a 640x263 ingame resolution.
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Old 09 May 2014, 01:08   #39
saimon69
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http://hol.abime.net/3280

APB runs in 640x256
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Old 09 May 2014, 11:49   #40
Mrs Beanbag
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I have been toying with the idea of a custom "diagonal" AGA screen mode, which is low-res bitplanes but each scanline is shifted with sub-pixel scrolling to create smoother diagonals. Could be used to render a game with hexagonal tiles, for instance.
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