23 June 2022, 04:17 | #1 |
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Who was the best game engine coder for OCS?
I would personally say it was either Shaun Southern (Lotus II, Kid Chaos) or whoever actually did the routines for Beast 1 overground level.
Both of those work really well on even an NTSC Amiga 1000 (so 1985 technology) and wouldn't be shameful on the SNES/Megadrive*. (the Megadrive has a horrible sound chip) |
23 June 2022, 10:44 | #2 |
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Manfred Trenz has got to be a contender? Turrican I and II were an amazing feat.
I used to think the Megadrive's soundchip wasn't very pleasing to the ear but I've changed my opinion over the years. It depends who is coding it. If coded badly it can sound horrible. Someone like Tim Follin can make it sing though. Here is an example: [ Show youtube player ] |
23 June 2022, 10:49 | #3 | |
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23 June 2022, 10:58 | #4 |
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I always adored Andrew Braybrook's work.
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23 June 2022, 12:05 | #5 |
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I'd say Erwin Kloibhofer of Lionheart fame wins that contest from my point of view.
Those massively parallaxing levels have so many things going on at the same time, it's hard to believe it's all running on an OCS machine. |
23 June 2022, 12:22 | #6 |
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Having seen Shaun Southern source code, and Andrew Braybook disassembly, those are completely different coding styles.
Shaun code is pragmatic and easy to maintain. Andrew's look very technical and micro-optimized. Both are great coders. |
23 June 2022, 12:39 | #7 | |
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Both were programmed by Holger Schmidt. Manfred Trenz programmed the C64 version and designed all versions, but Holger actually made it happen on Amiga. |
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23 June 2022, 12:53 | #8 |
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the best engine for ocs is the one that is used in games as superfrog, Assasin etc
the smoothness achieved with that engine is fantastic I don't know who done it but I imagine was Andreas Tadic or some other member of Team 17 |
23 June 2022, 12:58 | #9 |
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23 June 2022, 12:58 | #10 |
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Andrea's Tadic did Superfrog, Assassin was David Broadhurst
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23 June 2022, 13:14 | #11 | |
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Super Frog has some fast scrolling at least, but Assassin looks like nothing special imo. Mr. Nutz has at least that dual playfield and dynamic copper scroll splits in the background layer going on on top of that. Still, those dual playfield levels in Lionheart beat that massively, imo.. |
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23 June 2022, 13:19 | #12 |
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4 bitplanes or 5? both games looks very colored. Unless they mix up multiplexed composite sprites, in which case it's starting to be not that generic.
And Assassin scrolling is as smooth as Superfrog one. Not the same teams tough. Team B did Assassin |
23 June 2022, 13:25 | #13 | |
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With Assassins, my guess is that the background is 16 colors (enhanced by some well placed dithering) as well, but that the enemies (which only one is usually seen on the screen at a time) are also attached sprites like the main character. Both sprites you can see at a time are only 32 pixels wide, which would work with 8 Amiga Sprites. Well, that's my guess, didn't look at it in UAE and switch Sprites and planes off, etc. |
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23 June 2022, 13:58 | #14 |
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23 June 2022, 14:00 | #15 |
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they probably shared some code, that's probable. David Broadhurst wasn't new, though. He did Led Storm very early on.
And there's no such thing as an "engine". It's just blocks of code that you can reuse from one game to another, adapting & changing it. It's not Scorpion |
23 June 2022, 14:08 | #16 |
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My vote is for Erwin Kloibhofer, it started with Ghost Battle improved with Lionheart, don't forget The Misadventures of Flink on CD32.
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23 June 2022, 14:11 | #17 |
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23 June 2022, 14:13 | #18 |
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23 June 2022, 14:17 | #19 | |
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23 June 2022, 14:20 | #20 | |
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Plenty of Amiga games have sfx and music at the same time, that some games didn't is down to laziness. Have more sound channels on a crap sound chip doesnt suddenly make that crap sound chip sound better lol |
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