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#41 |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 971
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Team17 wanted to add this kind of effect on Alien Breed 2 when it was intented to be just an A1200 version. It was ditched when they finally decided that the AGA version will be just an enhanced OCS one. Anyway, I'm not sure it was even possible. Seems a bit heavy for a basic Amiga OCS or AGA but who knows, they did managed to get this effect on Art of Fighting on the PC Engine CD.
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#42 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 45
Posts: 29,860
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#43 |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 971
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Not as smooth of course but Pinball Illusion and Slam Tilt use a nice feature of the AGA chipset by switching to Hi Res on the fly to enlarge screen view.
Of course this is something a Megadrive cannot do (640*512 screen with 256col and still remain perfectly smooth). Trivia : unlike the SNES, the Neo Geo hardware cannot zoom in but just zoom out. Last edited by sokolovic; 20 April 2023 at 09:45. |
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#44 | |
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Join Date: Sep 2022
Location: Eastbourne
Posts: 708
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Quote:
Overall though, there's enough here to say that the A1200's potential was much higher than the Megadrive's for most types of games, and was never fully exploited because Commodore just didn't live long enough. |
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#45 |
Registered User
Join Date: Dec 2017
Location: france
Posts: 165
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First the Md can display 61 colors max, only the color 0 of palette 0 can be visible,this is normal with a paletised system.
second you can use the four palettes for all layers, each tiles can have one of the 16 colors sub palettes, so you can use the four sub palette for layer 1/2 or sprites layer . The Md use a chunky display, so 3D is more easy than the amiga. |
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#46 |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 971
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Is there really a difference between planar and chunky display for 3D using a 68000/7mhz CPU ?
I mean, there isn't any 3D games on the Megadrive that seems impossible to make on the Amiga. Actually most of the Megadrive 3D games are Amiga ports and doesn't seems to be much smoother. (Also the blitter can be used on the Amiga to accelerate 3D by filling polygons) |
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#47 |
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Join Date: Feb 2008
Location: Northampton/UK
Posts: 479
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There are a couple of nice wolf3D style games on the magadrive, but OCS has a few as well. In general, Flat poly 3D seems lacking on the MD compared to the Amiga, could be to do with the tile system, or the Amiga blitter, or just the fact they weren't that popular on 16 bit consoles.
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#48 |
PennyWhistle&MoonPies
Join Date: Jun 2006
Location: 5150
Posts: 5,602
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Overall the 1200 is probably better but given Commodore were trying to compete with consoles it was a bit short-sighted not to significantly increase the number of sprites that could be displayed.
Of course the Amiga is a computer and better for working with graphics than any console of the time. |
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#49 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,178
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Every tile (8x8 char) and sprite on the MD has a 2bit palette index in the control word(s) (sprite uses 4 words of control data) , so can chose from any of the 4 palettes to use
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#50 |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,103
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As has been said before, the lack of caches on AGA hobbled the bandwidth by not taking full advantage of fast-page memory fetching when dealing with sequential memory accesses that are common in video and audio data.
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#51 |
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Location: Utah, USA
Posts: 496
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Here is a prett sweet demo for the Genesis.
[ Show youtube player ]
Someone should port it to the Amiga. |
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#52 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,178
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#53 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,268
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In Neo Geo case UNzooming, since that is what sprite scaling on Neo Geo look like - it can reduce sprites very fast but not increase it, so i guess the zoom mode in Art of Fighting then Samurai Showdown comes from this, they did design the playfield full scale then reduction was free and added it
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#54 |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,103
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@DanScott
TiTAN has some Amigans among its members. Maybe they will allow it to be ported. Perhaps the system requirements on the Amiga will indicate how much the Sega Genesis/Megadrive can do. |
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#55 | |
HOL/FTP busy bee
Join Date: Sep 2006
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Quote:
![]() Edit: I should have written 'zooming out' now that I read my post... Last edited by TCD; 20 April 2023 at 19:10. |
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#56 | |
Registered User
Join Date: Aug 2013
Location: Marseille / France
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Quote:
![]() Now I have the proof that you didn't read my trivia comment above. This effect is heavily used on the Neo Geo. In Sengoku you can see sprites coming from the background running at you and appears on the Playfield at full scale. Except that they cannot "grow" more when they are at full scale so it use the dezooming effect at reverse. |
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#57 | |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
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Quote:
![]() I know that the effect was often used, but Samurai_Crow mentioned porting Samurai Shodown to the Amiga so I wondered if that aspect of it would be possible. Trivia: Did you notice that two people added an extra W to the name of the game? ![]() |
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#58 |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 971
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Ahaha. Must be because my english is a bit broken, like many french. It didn't knew that there was an actual "showdown" word with a meaning in english. In any case I'll prononce it the same way "shodon" with a sounding final N.
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#59 | |
HOL/FTP busy bee
Join Date: Sep 2006
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Quote:
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#60 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,268
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Quote:
[ Show youtube player ] Last edited by saimon69; 20 April 2023 at 21:50. |
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