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Old 02 June 2007, 01:15   #21
Photon
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Well those Spectrum games are rigged within the emulator, right? So none of the limitations of the Amiga apply (such as HAM or just 4096 colors). The Jet Pac game, for example, just has a nebula in the background. The emulator programmer would have to put in code to support the enhancements, and some way for users to edit playfields, add layers etc. For most games that use bobs or dynamic sprites it would be tricky to emulate the same code, though, even if someone improved the artwork.

I wouldn't play enhanced games, though. I want the original artwork, which is nice and retro and just the way it should be.
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Old 02 June 2007, 01:31   #22
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Quote:
Originally Posted by Photon
I wouldn't play enhanced games, though. I want the original artwork, which is nice and retro and just the way it should be.
Yeah, right on

Experience the game how is was meant to be for the time period and / or system given the available resources etc...

...that's what Retro-Gaming is about isn't it???
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Old 02 June 2007, 01:33   #23
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But spectrum games have nearly no colors. Would be nice to have a least 16-32.
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Old 02 June 2007, 08:21   #24
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who cares about number of colours. I've played 16 colour games with better art direction than games with 16.7 million. That was back when people actually knew how to design games with elegance and efficiency.
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Old 02 June 2007, 09:09   #25
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would love to see capcom conversions with 256 colors like the coin ops
were to be ^^
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Old 05 June 2007, 12:39   #26
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Quote:
Originally Posted by turrican3
quote retro nerd:
The ZXSpectrum can do much more, look at the 256 Colors ports.

http://www.emulatronia.com/emusdaqui...wnload-eng.htm

--------------------------------
is it possible to make the same with amiga games???
unreal in 4096 colors or turrican2 or leander or brian the lion or lotus .....
http://kolmck.net/apps/EmuZWin_Eng.htm

This emulator is more XP friendly and does the same 256 colour Speccy games. Has all the editing features built in.

You manually colour every single pixel by hand and the image gets overlaid over the original game. Its just an overlay of sorts. So you would not have to re-program anything.

It did not take off to well though as someone else posted, its about the retro feel!

Well worth a look

Last edited by HonoredShadow; 05 June 2007 at 12:45.
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Old 06 June 2007, 01:22   #27
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Old 06 June 2007, 07:10   #28
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Quote:
Originally Posted by Photon
Well those Spectrum games are rigged within the emulator, right? So none of the limitations of the Amiga apply (such as HAM or just 4096 colors). The Jet Pac game, for example, just has a nebula in the background. The emulator programmer would have to put in code to support the enhancements, and some way for users to edit playfields, add layers etc. For most games that use bobs or dynamic sprites it would be tricky to emulate the same code, though, even if someone improved the artwork.

I wouldn't play enhanced games, though. I want the original artwork, which is nice and retro and just the way it should be.
The ZX technique (impressive BTW) works on a .SNA basis, i.e. a memory image of the whole game, with all the data in it, uncompressed.

On the amiga, data is loaded level by level, and is compressed. Moreover, palette is dynamic and number of planes is variable.
CFou! converted EOB & EOB2 from 32 to 256 colors but he spent quite a while resourcing and understanding how the GFX were stored.

(But the benefit is that the game works on a real amiga!!!)
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Old 07 June 2007, 01:23   #29
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federation of free traders used HAM during the game

at least that what I remember of the reviews and when I played it myself.
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Old 06 July 2007, 13:39   #30
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Links (THe golf game) uses HAM mode
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Old 06 July 2007, 14:17   #31
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? nothing wrong with the amount of colours on most amiga games

I for one compare both originals of Speedball 2 and Chaos Engine to their AGA counterparts...

Theres no reason that games to have so many colours, look at Moonstone! - Beautiful graphics and it was made in- 1990 was it? ...

The amiga was awesome ... bleh!

The ONLY thing I can see a GOOD improvement on is real life photos n stuff- like strip poker etc
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Old 06 July 2007, 14:24   #32
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A few extra colours was always good.. I prefer Robocod AGA to normal robocod due to the better gfx.. EOB and EOB2 looked better with 256 cols etc..
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Old 06 July 2007, 14:38   #33
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Quote:
Originally Posted by FastRobPlus
Are those Magnetic Scrolls games really 4096 color? I seems like just the title screens were HAM mode.

All Bill Williams games are 4096 color. Even Mind Walker (higscore screen)
i think you're totally right because i played the windowed versions which had the same graphics and display mode was 16 colours i think...(cf whdload versions, right galahad?)
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Old 19 July 2007, 18:37   #34
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Quote:
Originally Posted by SilentBob View Post
I remember a game called Top Banana which claimed to use HAM. Not sure if it did though.
Judge for yourself
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Old 19 July 2007, 18:53   #35
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Magnetic Scrolls games used HAM mode only for title screen.

Robocop 2 used HAM mode for the interval screens between loading levels.
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Old 19 July 2007, 23:22   #36
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I don't know if the following titles use HAM mode, I know these are simple games with many, many colors (look at backdrops).

E-Motion
http://hol.abime.net/2849

Vaxine
http://hol.abime.net/1557
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Old 20 July 2007, 00:53   #37
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I think Agony had loading screens in HAM as well.
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Old 20 July 2007, 02:19   #38
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Colouring games is like Colouring old video .. It looks shit .. dont do it.
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Old 20 July 2007, 08:56   #39
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Doesn't anybody remember Nemac IV?

It was a fast moving game with multiple resolutions which would adapt to you system... "Original Chip-Set (O.C.S.)"; "Advanced Chip-Set (A.C.S.)"; & of course the more recognized "AGA Chip-Set" of the now "so-called Classic Amigas" which are in truth more like a 3rd generation of the REAL Classic Amiga...heheh... Nemac IV could run fast & smooth on any Amiga with a min. 68020 cpu, and would pick the best pallete the machine it was running on, was capable of... to the extreme! An overall Exellent Example of the incredible 3D 1st. Person Game Power Potential that to this day, has still to be truly be tapped to it's limits... especially if we had somebody with a brain owning the rights to it, istead of the useless bunch of pea-brained idiotic twits who own it now.
Too bad Dan from Anti-Gravity Workshop didn't win the buyout from Gateway... even though he offered the higher bid... hmmmmmm... go figure, eh... heheh ;^) -V,,
 
Old 20 July 2007, 10:02   #40
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Quote:
Originally Posted by Borealis™ View Post
Doesn't anybody remember Nemac IV?

It was a fast moving game with multiple resolutions which would adapt to you system... "Original Chip-Set (O.C.S.)"; "Advanced Chip-Set (A.C.S.)"; & of course the more recognized "AGA Chip-Set" of the now "so-called Classic Amigas" which are in truth more like a 3rd generation of the REAL Classic Amiga...heheh... Nemac IV could run fast & smooth on any Amiga with a min. 68020 cpu, and would pick the best pallete the machine it was running on, was capable of... to the extreme! An overall Exellent Example of the incredible 3D 1st. Person Game Power Potential that to this day, has still to be truly be tapped to it's limits... especially if we had somebody with a brain owning the rights to it, istead of the useless bunch of pea-brained idiotic twits who own it now.
Too bad Dan from Anti-Gravity Workshop didn't win the buyout from Gateway... even though he offered the higher bid... hmmmmmm... go figure, eh... heheh ;^) -V,,
What's that got to do with games in HAM mode??
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