15 July 2023, 00:16 | #1 |
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RoboCop 3d
I watched a battle of the ports episodes about this game, it says the atari st version run smoother than the amiga. Is it something to do with the faster cpu or a crappy convertion?
Last edited by albino; 15 July 2023 at 00:32. |
15 July 2023, 01:45 | #2 |
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faster cpu, lower resolution mainly
Amiga usally is 320x256 at 7.09 Mhz Atari ST is 320x200 at 8 Mhz |
15 July 2023, 02:07 | #3 |
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Castelvania or Robocop ?
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15 July 2023, 02:56 | #4 |
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If someone could change the thread name to RoboCop 3d instead of Castlevania....I'd be much obliged...
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15 July 2023, 04:16 | #5 |
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The only "3D" game I know that runs the same on the Amiga as the ST is Domark's F1. The slightly faster ST CPU is used to play software samples in game.
Elite was supposed to be using the blitter to draw the polygons according to some magazines/Mr Micro developer BUT if you run it on a 14mhz A500 it's magically 200% faster so I don't know about that. Most Amiga games by PAL region developers still used 320x200 to improve performance, like the Lotus games I played and may arcade conversions. There was almost always this black border on the bottom 20% of the screen on my PAL Amiga back then, very annoying they didn't even centre the screen so it looked like a console letterbox NTSC port job for us in PAL regions. |
15 July 2023, 17:54 | #6 | |
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Its a shame there was no 50/60MHz switch in the Lotus games where the music wouldn't be sped up. |
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15 July 2023, 19:36 | #7 | |
CaptainM68K-SPS France
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Look Dread, it runs faster on Amiga, with 1mb of ram, versus 2mb on Atari ST and less colors (the game is optimised on ST btw). this shows that the way you code depending on the target computer counts a lot. |
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15 July 2023, 22:56 | #8 |
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It is super smooth when played with an 68020 + Cache enabled.
Sadly, the SFX get a bit messy then Requested for an WHDload fix |
16 July 2023, 21:38 | #9 | |
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17 July 2023, 08:58 | #10 | |
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I absolutely love Robocop3D. |
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17 July 2023, 09:01 | #11 | |
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Also, weirdly, if I recall the intro music on the STE has the "tishhhh" which is missing from the STFM version. I don't know how to describe that properly. |
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17 July 2023, 13:28 | #12 | |
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I got the opposite feeling, that the Atari-ST version of Dread was a quick-n-dirty port. I have no evidence other than how quickly the Atari-ST version arrived and the speed it ran at when it first arrived (i.e. it wasn't super slow and got faster) |
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17 July 2023, 16:03 | #13 |
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I had an ST for a few years and loved it but upon playing the same 3d games on Amiga, the slight difference really wasn't anything substantial enough that I even noticed. I mean I get why people point this out as a win for the system but it's not an advantage to really champion like it's somehow a game changer. Especially these days
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17 July 2023, 16:51 | #14 |
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Does using a 3 or 4 bitplane screen on an Amiga 500 give you any sort of advantage in CPU performance rendering 3D game engines?
Did any game actually use the blitter to render any polygons, partial or fully, on the Amiga? |
17 July 2023, 17:59 | #15 |
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Using the blitter was quite common, hence the recent games like Killing Cloud where their blitter routines have been rewritten to use the CPU instead.
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17 July 2023, 18:42 | #16 |
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While Killing Cloud does use the blitter for polygon filling, it doesn't use the blitter's filling capability in the traditional way (ONEDOT outline + area FILL). Instead it scans the polygon edges with the CPU and uses the blitter to copy parts of pre-filled lines (one for each color) to the screen. Fighter Bomber, another Vektor Grafix game, uses the same technique.
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24 July 2023, 11:00 | #17 |
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Quick noob question about Robocop, as I never played it myself.
First, are we talking about the game with the 3D graphics? So "Robocop 3", not the older "slow contra" like sidescroller? In that title, I can tell that the car sections are full under player control. But I'm not sure about the corridor shooter gameplay, so here's my question: Is that on-rails shooter gameplay, or can we move freely around these environments? |
24 July 2023, 11:07 | #18 | |
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