![]() |
![]() |
#61 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
|
That racing game looks really amazing.
|
![]() |
![]() |
#62 | |
Registered User
Join Date: May 2014
Location: inside the emulator
Posts: 377
|
Quote:
Tweaking registers to make a chip do something it wasn't designed for isn't something directly supported and something done in spite of the chip trying to hinder it. |
|
![]() |
![]() |
#63 | |
CaptainM68K-SPS France
|
Quote:
|
|
![]() |
![]() |
#64 | |
Registered User
Join Date: May 2014
Location: inside the emulator
Posts: 377
|
Quote:
AFAIK there is no way to generate a "valid" video signal while doing horizontal scrolling using a CRTC due to the scrolling being done by manipulating sync signals however I may be wrong. |
|
![]() |
![]() |
#65 |
Registered User
Join Date: Aug 2007
Location: France
Posts: 37
|
Docs !
![]() One of my very first memories of the CRTC is a technical article, Amstrad Mag #27 page 52 At the end it says : "Fun time, try the following line [Basic] : OUT &BC00,8;OUT &BD00,1 I have personally called that line the Parkinson's disease" The grid above says "Register 8 : interlace mode" For years, I had no ideas of what it was for, except a funny effect. Even not after I moved on to the C64. I finally guessed it years after, when hacking on Amiga. Also, if you checkout the Amstrad user manual it says "There are 640 horizontal pixels by 400 vertical" chapter 1 p.58 It was a joke... you could only draw 640x200 pixels. The scale is actually 640x400 but it only draws 1 line out of 2. I did some tests to make sure my drawing program had not any bug... I was simply stuck at 640x200. Later when I traded my Amstrad for a C64, the guy gave me a lot of stuffs, with this. Proper docs and a new world. |
![]() |
![]() |
#66 | |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,409
|
For the few still not believing this is a real CPC thing, the creators have responded on YouTube and said:
Quote:
Last edited by roondar; 07 May 2019 at 21:55. |
|
![]() |
![]() |
#67 |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,436
|
This could mean that they maybe stream some stuff like animations, graphics, music directly from the cartridge.
|
![]() |
![]() |
#68 |
Registered User
Join Date: Aug 2007
Location: France
Posts: 37
|
It's a great game thanks to additionnal hardware.
Back in the time, there were many CPC 464, and RAM was expensive. For 64KB you had to splash out 500-600 Fr (today 130-155 €) So with hardware becoming cheaper Amstrad is "Amiga contender" ? ![]() |
![]() |
![]() |
#69 |
Registered User
Join Date: May 2014
Location: inside the emulator
Posts: 377
|
@Capitaine
I sometimes enabled interlaced mode on my Wang PC which resulted in nice rectangular pixels instead of the standard round-ish dots. Not sure if that could hurt the monitor, AFAIK there were no visual change except for squaring up the edges of pixels. |
![]() |
![]() |
#70 |
Registered User
Join Date: Aug 2007
Location: France
Posts: 37
|
Was it CGA ? Maybe it fails to synchronize even and odd frames. When failing to do so on Amiga, pixels look weird too.
But I have no clue about hacking on 80-90s PCs, I never had any back in the time. |
![]() |
![]() |
#71 |
Registered User
Join Date: Nov 2017
Location: Amiga Kingdom
Posts: 366
|
No update from BG on "Vesperinto" as yet.
Another must been seen to be believed project. Rhino's quest to prove that the Amstrad CPC was the 8-Bit King. Hopefully he'll discuss in detail how everything worked afterwards. |
![]() |
![]() |
#72 |
Registered User
Join Date: May 2018
Location: Ireland
Posts: 672
|
It'll come. For sure this is using the CRTC as much as possible, using the HW to shift the track left/right(similar to the Amigas copper) freeing up the CPU.
Its real, its very impressive but like Pinball Dreams, initial showing to available demo took quite some time. I have faith ![]() ![]() Wont comment on CPC being king but so few games used its capabilities properly that honestly its shocking looking back at some games. |
![]() |
![]() |
#73 |
CaptainM68K-SPS France
|
Of course it's shocking, but unfortunately, there was 2 worlds opposed :
On one side, the commercial developpers at the time, who were using common assets for their games, and very often too common code. the thing is that you can't have a good game using the most efficiently a computer, when you use a hardware developpement system. The most speakable example of this is the case of Palace Software. They used an hardware dev system, which had the particularity to be like this : For Barbarian, the main and base asset and source was the C64 version. Their system was able to convert the assets for tons of other plateforms, and also convert line by line the original source code. The result of this ? Barbarian is a mess. On the CPC, the game uses like the C64 version a fixed screen with no scrolling, and 2 poor sprites. With Palace dev method, the CPC loses more than 50% of its ressources for useless operations. Simply because it is emulating the C64 version. How is that happening ? The CPC version of Barbarian use directly the C64 assets. Instead of converting by hands the assets, they made the CPC pick the C64 sprites, convert them to CPC mode 1 4 colors, and then in mode 0 16 colors. Do you imagine the useless works the CPC has to do to perform this bullshit conversion ? Next, the CPC program code is an inefficient, unoptimised line by line conversion of the original 6502 source code. It's not z80 native code at all. And then you have the commodorists of the world coming at you saying that the CPC is underpowered ! The other side were the demo makers on CPC. They started coding on CPC, and reached very quickly results far beyond what the commercial coders were able to fork out ! The CPC innerworkings, the CRTC/GA and their intricacies were handled and practised since.... 1989 ! What we see today has not been discovered early 200X, but 32 years ago ! They know since long how to make good hardware scrolls with double barrel buffer, etc, etc...... coupled with top sprites routines. |
![]() |
![]() |
#74 | ||
Registered User
Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,546
|
Quote:
Many 664 owners got upset about the 6128 with its extra 64k internal RAM being released so soon after they had bought their machines, but not me. I unsoldered all the 64k RAM chips and replaced them with 256k chips, then designed a bank switching circuit compatible with the 6128 that could access the entire 256k, to a produce a better machine than the 6128! After the 6128 was released the 464 was considered to be an outdated 'entry level' model, but as with the base model A500 a lot of software was still produced for it due to the larger installed user base. I hacked a lot of cassette games to run them from disc, much like we use WHDLoad today to load Amiga floppy disk games from hard drive. Considering that the 464 can be upgraded with a disc drive and extra RAM, both of which were readily available and commonly used at the time, I don't think it's unreasonable to produce games for that setup. Targeting the CPC Plus range is more problematic because earlier machines cannot be upgraded to an equivalent spec. It's particularly frustrating for those of us living in countries they were never sold in, since importing vintage computers from overseas is dicey (and expensive!) in today's Covid-ravaged world. Quote:
The CPC Plus with its 4096 colors and sprites and DMA sound is even more like the Amiga without being a contender, and I wish I had one to play with. Maybe one day... |
||
![]() |
![]() |
#75 | ||
Registered User
Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,546
|
Quote:
But some games, such as Jon Ritman's Batman, were given the full CPC treatment, and they rock! It would be nice to see some of them ported to the Amiga with similar treatment. Quote:
It's understandable why developers would go the 'hardware development system' route. Typically they would develop systems for efficiently producing games on one platform, then look at how easily they could adapt it to other platforms. But with low powered hardware which needed intimate knowledge of poorly documented features and a lot of tricks to get good performance, the ports were bound to be mediocre. Doing the job properly would cost have too much and taken too long - in a market that was constantly changing. 35 years later we have a lot more knowledge, incredibly powerful cross-development platforms, and no pressure to get games out quickly before the market disappears. This is why the CPC is finally getting the treatment it deserves. We always knew it could do better, and now we are proving it! |
||
![]() |
![]() |
#76 |
Registered User
Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,546
|
BTW it's not only mediocre ports that might be improved. In 1986 when I transferred the Graphic Adventure Creator from tape to disk, I glanced at its code for filling areas in drawings and saw right away that it could be speeded up. 27 years later I finally published a patch that makes the fill function more than 5 times faster!
Last edited by Bruce Abbott; 27 April 2021 at 11:37. |
![]() |
![]() |
#77 | |
Registered User
Join Date: Nov 2017
Location: Amiga Kingdom
Posts: 366
|
I don't know either yet and that's because sound is almost as equally important to me. Take for example the game "Extreme": I like from the ZX Spectrum the intro music and the sounds effects from the C64.
BSC looks like he is doing something interesting with audio on the Amstrad CPC that "exploits the volume envelope generator". The other reason why I can't decide is because of the year these computers are launched. The C64 appears two years earlier than the original Amstrad CPC 464. Worse, the CPC 6128 launches along with the Atari ST. When games exclude earlier versions of the Amstrad CPC and loading from tape, it disqualifies itself from having bettered the C64. I don't mind if the CPC 464 version needs to have more compromises made, as long it is given the same chance, then I'm happy. Quote:
|
|
![]() |
![]() |
#78 |
CaptainM68K-SPS France
|
Look at this beta preview of SF2 on CPC :
[ Show youtube player ] |
![]() |
![]() |
#79 |
Moderator
Join Date: Apr 2006
Location: Germany
Age: 44
Posts: 4,007
|
Cool. Thought it was dead....
|
![]() |
![]() |
#80 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
|
So what happened to Vespertino?
2 years since last time something was shown is a long time... |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Amstrad CPC, much better than I thought it would be! | paul773car | Retrogaming General Discussion | 434 | 11 March 2016 00:08 |
few Amstrad CPC games | s2325 | request.Old Rare Games | 8 | 07 April 2012 08:30 |
Trashman goes to moonlight (Amstrad CPC) | ArcadeHeart | Retrogaming General Discussion | 10 | 08 January 2012 21:22 |
For Sale Amstrad cpc Hxc | lolafg | MarketPlace | 1 | 19 October 2010 17:58 |
Championship Golf (Amstrad CPC) | s2325 | request.Old Rare Games | 7 | 01 July 2009 15:56 |
|
|