|
View Poll Results: What game do you want to see ported to the Amiga? | |||
Rolling Thunder (Arcade) | 21 | 6.58% | |
Gauntlet (Arcade) | 29 | 9.09% | |
Shinobi (Arcade) | 49 | 15.36% | |
Pacman (Arcade) | 7 | 2.19% | |
Final Fight (Arcade) | 35 | 10.97% | |
Rastan (Arcade) | 30 | 9.40% | |
Side Arms (Arcade) | 1 | 0.31% | |
Nemesis/Gradius (Arcade) | 13 | 4.08% | |
Raiden (Arcade) | 10 | 3.13% | |
Raiden II (Arcade) | 11 | 3.45% | |
Space Invaders (Arcade) | 2 | 0.63% | |
Bad Dudes vs Dragon Ninja (Arcade) | 6 | 1.88% | |
Wonder Boy (Arcade) | 46 | 14.42% | |
Axelay (SNES) | 9 | 2.82% | |
Double Dragon (Arcade) | 13 | 4.08% | |
None - Do my own game! | 37 | 11.60% | |
Voters: 319. You may not vote on this poll |
|
Thread Tools |
24 May 2021, 22:24 | #621 |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,645
|
Let's make a compromise.
- Final Fight - Aga only (for now ). - Streets of Rage - A500 |
24 May 2021, 22:42 | #622 | ||
Registered User
Join Date: Oct 2009
Location: Germany
Posts: 3,303
|
Quote:
Quote:
|
||
24 May 2021, 22:54 | #623 |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,408
|
Needing several MB of fast memory, a HDD and a CPU that's well over 10x the speed of the base model just to do something that a 16 bit console can do fairly easily doesn't seem like anything other than using brute force to overcome chipset limits to me. Which was my point.
|
24 May 2021, 22:54 | #624 | |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
|
Quote:
Well there's about 10 standards you have right there over and above say.... A Mega Drive, SNES or < INSERT YOUR CONSOLE OR 8 BIT MACHINE HERE > |
|
24 May 2021, 23:17 | #625 |
Registered User
Join Date: Dec 2012
Location: Greece
Posts: 288
|
Megadrive is a sprite/tile beast.
Saw some Amiga ports on the Archie that were close enough and almost never a pure 68030 game. 4 mips to 9 is a huge difference but dunno if it is enough to make games like on the MD. A friend who coded games on the Amiga back then told me that even with an 040 he could achieve 2-3 more cpu sprites. Don't really know if this was a true limitation of the hardware or the coder. I'll go with mcgeez here. No prob with aga and accelerators but A500 is the target for me too. |
24 May 2021, 23:25 | #626 | |
CaptainM68K-SPS France
|
Quote:
For me Richard Aplin has gone and done the best he could squeeze out of an A500 with 1mb of ram. When Roondar says that going for AGA+030 is useless because we have mame, i note that when Capcom ported Final Fight on X68000 from the Arcade source code, they didn't told to themselve "my baddd, we have the CPS1 version (or mame ), so what's the point ?". They did because it was cool to try proposing a great version. The A500 has been juiced up to the maximum, the A1200 (AGA) is mostly "untouched". |
|
24 May 2021, 23:41 | #627 |
Registered User
Join Date: Jun 2009
Location: Dublin, then Glasgow
Posts: 6,334
|
And that's the thing - the Amiga was designed as an expandable machine, rather than a one-shot platform like the SNES or Megadrive. If a game is complex, it will either need to be compromised in quality or content, or it will need a more powerful computer. Optimisation is always good of course, but it's not magic and there's only so far you can go before the law of diminishing returns make further gains hardly seem worthwhile.
For what it's worth, my limited forays into games development have included working hard to get a game to run well on a 1MB A500. It was a fun challenge, but also a realistic one. |
24 May 2021, 23:44 | #628 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,516
|
Well i personally think that A1200 should be used for those projects deemed impossible or too big for the A500 base config, but i still point that failed A500 projects should be revamped; wish to see more hard disk based games for the 500 [mostly aimed at original content but still fit here], also to boost the purchase of hard disk substitutes for those machines; an A500 with an hard disk is immensely more capable of one with floppies only - for the A1200 i would envision projects that can use the copper chunky capabilities, and even voxels, rotations and similar - wonder why there is no Cameltry clone that uses copperchunky in example
|
25 May 2021, 00:36 | #629 | |
CaptainM68K-SPS France
|
Quote:
I have access to Final Fight Arcade program logic disassembled and commented. Capcom Engineers really went in town : Each enemy is managed by the program as a seperate entity each with its specific. All in all, the 68000 in the CPS1 board and the X68000 is used mostly to handle the Entities/enemies, Hitboxes, AI, and the tilemetadata upload in the dedicated RAM for automatic sprites/graphic display. The 68000 on those systems can do that because all the graphic burden is releaved by the powerful chipset on each machine. Add up the music and sounds, and you can see that there is no way to get a proper version of Final Fight on something else than an A1200+030+FastRAM+Hard Drive. The X68000 allows Final Fight to load from disks in 2mb of ram because it handles the graphics in the same format as the CPS1 (bitmap chunky), taking less ram space than planar graphics on the Amiga, never mind the use of an YM2151 for the music (=takes almost no room in ram), and use the japanese arcade program rev900613 (so same logic ran as in the CPS1 version). |
|
25 May 2021, 00:40 | #630 |
Registered User
Join Date: Sep 2019
Location: Italy
Age: 50
Posts: 292
|
Seeing ports done well on Amiga ocs is undoubtedly amazing, and I hope many will continue to do so. That said, I find it absurd to try to bring games that had incredibly superior hardware in the original arcade to the Amiga. In my opinion, we should focus on achievable goals and in line with the target machine. Let me explain, some simple and not very recent arcades can easily be done on Amiga500, for everything else I think it is right to take advantage of the Amiga 1200 (and I speak as an owner of Amiga OCS / ECS). I would assume both a minimum of fast ram and a hard drive, definitively abandoning the anachronistic fetish of standard machines and the floppy as the only medium. A must have, for a modern port on Amiga, MUST be the cd32 joypad support. You can't make the eternal mistake of crippling a game's playability with a one-button joystick.
|
25 May 2021, 00:53 | #631 |
Registered User
Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 1,975
|
Having a massively expanded A500 was not an option for a great many people. There's a good reason that the vast majority of OCS games were for 512Kb Amigas - the majority of A500 owners didn't have an enormous 1MB upgrade.
|
25 May 2021, 00:53 | #632 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,516
|
|
25 May 2021, 01:02 | #633 | |
CaptainM68K-SPS France
|
Quote:
Final Fight has been recoded from scratch, and its assets cuts more than anything to run on A500. The enemies animations looks like tex avery cartoon when they are running on screen. The A500 can move big sprites, FF shows it. But it lacks in all the other fields : colors, scrolls, music&sfx, ram. Look i have participated to Final Fight AGA. I have extracted the music and sfx, and some levels, and it needs a 030 to get multiple enemies on screen and with 32-64 colors on screen, it requires 19mb of fast ram ! |
|
25 May 2021, 01:07 | #634 |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,645
|
Not from my experience.
90% of people I know, had ram upgrade of 512kb. I only knew one guy that didn't had it, and he also planned to buy it. Talking about 1990...1991.. maybe before that it wasn't that common. There's so many great games that requires 1MB, that I personally consider A500 with 512kb upgrade something like basic A500. Btw, I agree with above comment, that nobody should aim floppies, even for A500. Port should be done for HD. Well, if someone's like to swapping floppies, he can have version of the game on 8-14 floppies. |
25 May 2021, 06:22 | #635 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,516
|
Quote:
By the way, i think would make more sense to have it Hard Disk only - if we were in the 90s this would sell amiga hard disk like hotcakes, now... guess not :/ Final Fight AGA Playlist Last edited by saimon69; 25 May 2021 at 06:38. |
|
25 May 2021, 08:04 | #636 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
|
Quote:
Tell us when you will be finished so we can play it. |
|
25 May 2021, 08:26 | #637 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
|
On that topic of non baseline configs:
1) for most people the Amiga as a games machine was the A500 512k/512K. Everything that was released after its prime time was rather non relevant. Personally, I didn't even know about AGA before 2006. 2) as a coder I am interested in achieving something for a baseline config. Bit of the demo scene idea in action here. Also, when I code a game I want to compare to the big hitters that have been done before on that config, and if I can do better than that. Since there were barely any relevant games released for a 68030 config with 4mb fastRAM, this config is super uninteresting for me as a coder. 3) If you just start expanding, why not just expand till you can port 1:1 without problems. At which point you can also just use MAME and be done with it. 4) Nobody keeps you from creating games for these higher powered configs. Be the change you wanna see. But then be ready for getting a lot of criticism for your game not being up to the standards people expect from such a fast (compared to a plain A500) system. Anything looking below NeoGeo will be a failure in people's POV. |
25 May 2021, 08:56 | #638 | |
Registered User
Join Date: Nov 2010
Location: South Wales
Age: 46
Posts: 934
|
Quote:
|
|
25 May 2021, 09:12 | #639 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
|
Quote:
How many relevant games were released for it asking for additional fast RAM? On the A500 the 512k of slow was almost kind of standard after 1989. |
|
25 May 2021, 09:28 | #640 | ||
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,408
|
Quote:
Quote:
Also, I never intended to say that it's useless, but that I personally find it useless to do these things today, which really is a different thing. |
||
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Next ST game port : Oids | meynaf | Amiga scene | 68 | 09 August 2022 18:45 |
anyone willing to port a dos game to amigaos | honx | Amiga scene | 40 | 07 May 2017 12:57 |
<none> as default port 2 (game ports) | sodapop | request.UAE Wishlist | 26 | 17 September 2016 20:31 |
A1200 Game Port Malfunctions? Please help | investor | support.Hardware | 5 | 09 March 2007 14:25 |
Setting up game port controls HELP | playedalive | New to Emulation or Amiga scene | 2 | 11 July 2005 02:17 |
|
|