27 May 2021, 23:56 | #81 | |
Ex nihilo nihil
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28 May 2021, 00:07 | #82 | |
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That said, I am very interested in hearing more about how this is intended to be done. I'd say it all depends on how much of a compromise is made between the actual Arcade game and what is being proposed here. |
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28 May 2021, 00:43 | #83 |
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Fortunately i actually know what i’m talking about, i’m well adapt at thinking outside the box as well and have proven it. You haven’t.
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28 May 2021, 02:30 | #84 | |
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1. The max throughput of the Amiga bus(benchmark per accelerator card, with/without fastram) vs max arcade throws around? 2. The amount of memory required to have prescaled objects vs arcade which will scale via hardware. Number 1 above will show this is not possible. Number 2 above is understandable and if it required an Amiga with 6meg ram in total im all for it. Im very sure compromises could be made for a port with gfx which would realisticly be achievable on an Amiga but the above 2 points are the main sticking points, Id love an Amiga power drift game that makes the best of the hardware vs trying to look like the arcade and looking like crap ! |
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28 May 2021, 02:44 | #85 |
Jackie Chan
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I hope its an original project rather than a port- more fun from a creative point of view; and perhaps expectations do not get set unduly high that way. I will help out if the project happens.
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28 May 2021, 18:14 | #86 |
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No, because that doesn't account for human ingenuity to break through limits. An Amiga game does not have to push the same amount of data as an arcade game, it needs to fool the human brain into thinking it is seeing something very similar.
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03 June 2021, 17:26 | #87 |
J.M.D - Bedroom Musician
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A game like this on Amiga is however a mostly unknown territory; if tweaked properly something good cam come out - even the port itself was showing it can be done, but then there was no optimization like reducing number of ladyfingers visible at once to keep a certain frame rate or keep player sprite smaller
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03 June 2021, 17:39 | #88 |
J.M.D - Bedroom Musician
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As a curiosity, i think this was the first game to use Vectorballs to simulate 3D shapes in the space - Phozon by Namco
[ Show youtube player ] |
15 July 2021, 23:52 | #89 |
J.M.D - Bedroom Musician
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Do anyone has an email address or a way to get in touch with ZZKJ?
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20 July 2021, 18:33 | #90 |
J.M.D - Bedroom Musician
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I did stumble in this review last night that shows how performance of the game are quite better on a NTSC Machine - still choppy when lot of objects shows but less - hence i suppose that the if game run in a 1200 in NTSC mode might be actually decent - plus if there is a way to edit courses (too tight) and graphic assets (copperfills for the large elements) and replace the music might even get on the edge of good! Who want to work in an AGA version?
[ Show youtube player ] |
21 July 2021, 11:40 | #91 | |
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Looking at it like that you can see it's a really advanced engine for the time. |
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21 July 2021, 18:02 | #92 |
J.M.D - Bedroom Musician
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Pretty surprised nobody else tried to do better either - have seen plenty of vectorbobs on demos but nothing came to fruition; the closest thing are Unreal flying scenes, drivin force and the press release of Aquaventura (1988)
Last edited by saimon69; 21 July 2021 at 18:10. |
21 July 2021, 23:20 | #93 |
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I'm wondering that nobody mention neither Turbo Racer 3D nor Flyin' High.
Turbo Racer 3D [ Show youtube player ] Flyin' High [ Show youtube player ] |
22 July 2021, 06:37 | #94 |
J.M.D - Bedroom Musician
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Well mainly because am talking of the OCS/ECS games and in particular those who use vectorbobs, while those use mixed vector/bob techniques and require a somehow beefy amiga(030+ and fastram) - this particular style of game graphics does not have too much examples on Amigaland
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22 July 2021, 18:48 | #95 |
J.M.D - Bedroom Musician
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Am sorry that the Unreal Amiga 3D sequence source code got lost because was a very good one; can you imagine this game remade using that engine? The Dementia port uses the same 3D scaling techniques of the game Corporation (stretching the height only) but too small play screen and no visual references for the ship beong close to the ground - plus some depth on the tunnel screens would have helped - RAM shortage or rush job again?
[ Show youtube player ] |
22 July 2021, 18:57 | #96 |
J.M.D - Bedroom Musician
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And another question: is possible to bend the screen using the copper to simulate curves? (of course not rotate, just bend slightly vertically)
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22 July 2021, 23:19 | #97 | |
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I've seen that done in demos but I'm not sure I can think of a game which does it. It would be intensive I'd have though with everything else going on. |
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22 July 2021, 23:36 | #98 |
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23 July 2021, 00:07 | #99 |
J.M.D - Bedroom Musician
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Horizontally might be an option but was thinking at when people take a curve and the horizon tilt at an angle; arcade power drift and galaxy force actually rotate the screen while i was thinking some sort of post processing in trapezoidally vertical bending the picture (might require a triple buffer though)
Arcade does this, now imagine that the picture is tilted (not rotated) on the same direction, and much less to keep the effect decent Last edited by saimon69; 23 July 2021 at 00:12. Reason: added explainatory picture |
23 July 2021, 00:42 | #100 |
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Ahh...
That seems totally unlikely for Amiga chipset... |
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