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Old 27 May 2021, 23:56   #81
malko
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Quote:
Originally Posted by mcgeezer View Post
Look, I love the SEGA arcade stuff just as much as anyone.
I was brought up on Outrun, Space Harrier, After Burner and Galaxy Force.
But put simply... an Amiga cannot do them games real justice because they simply don't have the hardware to do it.

What you have to put into perspective is that them SEGA programmers just didn't have to worry about 90% of the stuff an Amiga programmer needs to worry about because the game designers had already blue printed the requirements from a hardware and software perspective.

Making games like Power Drift, their software engineers simply didn't need to worry about performance... taking on a SEGA (I can't remember the board name exactly) game with that sprite scaling hardware would be just pure madness.

Go for it if you think you can though, i know some people have a few things in the pipeline but you must be realistic about what an Amiga can produce.
Fortunately, some people can think out of the box and thanks to those talented teams, diamonds like "Dread" and "Metro Siege" (among others) are coming to A500 .
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Old 28 May 2021, 00:07   #82
roondar
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Quote:
Originally Posted by malko View Post
Fortunately, some people can think out of the box and thanks to those talented teams, diamonds like "Dread" and "Metro Siege" (among others) are coming to A500 .
I don't really think that's a fair comment. McGeezer has already ported several arcade games quite well and clearly knows his stuff. He's had to do some of his own 'out of the box' thinking to get his games to work.

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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Old 28 May 2021, 00:43   #83
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Originally Posted by malko View Post
Fortunately, some people can think out of the box and thanks to those talented teams, diamonds like "Dread" and "Metro Siege" (among others) are coming to A500 .
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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Old 28 May 2021, 02:30   #84
lmimmfn
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Quote:
Originally Posted by mcgeezer View Post
Look, I love the SEGA arcade stuff just as much as anyone.
I was brought up on Outrun, Space Harrier, After Burner and Galaxy Force.
But put simply... an Amiga cannot do them games real justice because they simply don't have the hardware to do it.

What you have to put into perspective is that them SEGA programmers just didn't have to worry about 90% of the stuff an Amiga programmer needs to worry about because the game designers had already blue printed the requirements from a hardware and software perspective.

Making games like Power Drift, their software engineers simply didn't need to worry about performance... taking on a SEGA (I can't remember the board name exactly) game with that sprite scaling hardware would be just pure madness.

Go for it if you think you can though, i know some people have a few things in the pipeline but you must be realistic about what an Amiga can produce.
Isnt this a simple task of
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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Old 28 May 2021, 02:44   #85
Adrian Browne
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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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Old 28 May 2021, 18:14   #86
gimbal
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Quote:
Originally Posted by lmimmfn View Post
Isnt this a simple task of
1. The max throughput of the Amiga bus(benchmark per accelerator card, with/without fastram) vs max arcade throws around?
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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Old 03 June 2021, 17:26   #87
saimon69
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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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Old 03 June 2021, 17:39   #88
saimon69
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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

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