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Old 07 November 2019, 19:39   #2241
Shatterhand
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SO...

I'll just delete the files I downloaded.
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Old 07 November 2019, 19:40   #2242
DanScott
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Quote:
Originally Posted by sandruzzo View Post
We can keep 32 colors, we just need to optimeze blitter usage, and use more tricks for enemies.
Good luck
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Old 07 November 2019, 19:41   #2243
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What about Rastan,? Maybe Contra?
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Old 07 November 2019, 19:42   #2244
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Whta about doing iy for ECS?
the advantage being ?
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Old 07 November 2019, 19:44   #2245
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@DanScott

Memory.1Mb of chip ram
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Old 07 November 2019, 19:52   #2246
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@DanScott

Memory.1Mb of chip ram
Noboday wants ECS only though.. so it's pointless
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Old 07 November 2019, 19:54   #2247
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@DanScott

If I remember well Tony told us, that even OCS can address 1mb.
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Old 07 November 2019, 19:54   #2248
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My honest opinion is... do a game in 16 colours, using some nice sprite tricks for the parallax.. and find a good artist that can work in 16 colours (there are quite a few around).. and produce something original, even if inspired by a classic coin-op

Target OCS.. 512k chip + 512k any other ram... and you will be on to a winner.
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Old 07 November 2019, 19:55   #2249
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Quote:
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@DanScott

If I remember well Tony told us, that even OCS can address 1mb.
I think the original Agnus in A1000 can address 512k, and the "fatter" agnus 1mb although I am not 100% sure if all A500's had the fat one from the start
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Old 07 November 2019, 20:50   #2250
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My honest opinion is... do a game in 16 colours, using some nice sprite tricks for the parallax.. and find a good artist that can work in 16 colours (there are quite a few around).. and produce something original, even if inspired by a classic coin-op

Target OCS.. 512k chip + 512k any other ram... and you will be on to a winner.
+1 ECS somehow's neither fish nor flesh.

Quote:
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I think the original Agnus in A1000 can address 512k, and the "fatter" agnus 1mb although I am not 100% sure if all A500's had the fat one from the start
AFAIK only the ECS Agnus models can address 1 MB chip mem, so 8372A and above; the original Fat Agnus (8370 and 8371) in the early A500 and A2000 cannot do that IMHO. Some confusion might stem from the fact that there where later A500 (and A2000) with ECS Agnus and 512k chip + 512k slow via expansion, where the chipset could use the whole 1 MB as chip, but the slow mem part at a different address range than the cpu (and as always, there was some demo relying on that behavior, by Lazy Bones IIRC).

Last edited by chb; 07 November 2019 at 20:55. Reason: typo
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Old 07 November 2019, 20:59   #2251
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And how many games required ECS back in the day??

basically, you target OCS/ECS or AGA

would be stupid to only target ECS... and I am sure many (most) would agree
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Old 07 November 2019, 21:12   #2252
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Back in the day i distinctly remember my a500 having 1mb chip and 1 mb fast and it was defo not an a500+.
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Old 07 November 2019, 21:39   #2253
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The A500 is a bit confusing in that several revision of it existed and some of those revisions had the ECS Agnus in it. Mine was one of those, after cutting a trace of the board I got 1MB chip instead of 512+512K.

Perhaps you had something similar?
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Old 07 November 2019, 21:50   #2254
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Back in the day i distinctly remember my a500 having 1mb chip and 1 mb fast and it was defo not an a500+.
AFAIK most A500 from MoBo Rev. 6A on and later (probably since around 1989 or so) had some kind of ECS Agnus*. I think memory expansion was by default configured as slow mem, but it was possible to use as chip by some board modification.

*AFAIK there are some Rev. 6A with OCS Agnus; Commodore, in being Commodore, probably just put the leftovers of the OCS Fat Agnus on the board when they still had some in stock.
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Old 07 November 2019, 21:57   #2255
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AFAIK most A500 from MoBo Rev. 6A on and later (probably since around 1989 or so) had some kind of ECS Agnus*. I think memory expansion was by default configured as slow mem, but it was possible to use as chip by some board modification.

*AFAIK there are some Rev. 6A with OCS Agnus; Commodore, in being Commodore, probably just put the leftovers of the OCS Fat Agnus on the board when they still had some in stock.
Oh yeah, my a500 was bought well after 1989.

Got mine in 1991
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Old 08 November 2019, 12:27   #2256
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On the subject of memory usage... if you keep the tiles in fast ram and not use the blitter for them then the game will fit for ocs amigas.

I have just had this brain wave sitting on the shitter.
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Old 08 November 2019, 15:31   #2257
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Surely you only need to store the tiles / sprites that are used on each level... load them from disk between levels
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Old 08 November 2019, 17:10   #2258
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Surely you only need to store the tiles / sprites that are used on each level... load them from disk between levels
Yeah - my calcs are based on that.
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Old 08 November 2019, 19:06   #2259
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Quote:
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I personally would use a 16 colour screen, using maybe 4 sprites for Rygar player, and 4 sprites for the background parallax... sure the background would have to repeat a little more, but using some colour changes down the screen, it could look pretty good.
+1
Basically a 16 color version with multiple copperised colors could come pretty close to the 32 color version, in some cases even surpassing it. F.e. many parts of the background can be remade to be exact copies of the arcade with 3-4 copperised colors. The downside is dma usage, big copperlists and a dedicated experienced artist (with loads of free time) to convert the assets.

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There are plenty of great 16 colour games out there that (IMHO) look graphically as nice as Rygar arcade.
For all the colors the arcade uses, Rygar's pixel art is actually quite poor and archaic. I'd say there are plenty 16 color games that look significantly better than Rygar.

Quote:
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My honest opinion is... do a game in 16 colours, using some nice sprite tricks for the parallax.. and find a good artist that can work in 16 colours (there are quite a few around).. and produce something original, even if inspired by a classic coin-op

Target OCS.. 512k chip + 512k any other ram... and you will be on to a winner.
+100
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Old 08 November 2019, 19:36   #2260
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and graphics artists arn’t exactly falling off the trees these days to work on the Amiga...
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