16 August 2022, 15:30 | #121 | |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,031
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Quote:
Given these differences, I'm not sure if anyone would have been able to rectify all the above at the same time, even with a superior engine. Perhaps if they used dual playfield? Not sure as well. So, my argument still remains. It seems -at best- you could only barely manage to match the Mega Drive version. And given the Mega Drive does all this (primarily) thanks to it's superior sprite abilities I feel the title of this thread is very much justified. Especially when it comes to AGA. |
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16 August 2022, 17:15 | #122 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
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Quote:
Seems to me almost perfect for an AGA port, because objects are usually not many but big. If this is not dual playfield, how was the background layer done? |
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16 August 2022, 20:23 | #123 |
Registered User
Join Date: Dec 2018
Location: Earth
Posts: 1,058
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I just say..LIONHEART ... sure, it is not sprite firework, but god damn, just show me hardware from 1985 that also can do that
Or the Tunnels in StarDust XD .. Ohh boy.. They are more examples,But ONLY AMIGA MAKES IT POSSIBLE (besides SEGA´s super scalers; they where not available for normal consumers) I LOVED the AMIGA , always will |
16 August 2022, 20:41 | #124 |
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Location: The Netherlands
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Half the reason it runs at 25Hz is that the background layer seems to be done in a rather bit blit (if you check in WinUAE you see one frame with a gigantic blit even when nothing is going on and one with a fairly small amount - the latter is the objects I think). Seems to run in 6 bitplanes, 64 colours.
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17 August 2022, 00:03 | #125 |
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Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,840
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@Tsak
not exactly a rush job, but yes, they could've used dual playfield, use sprites for the characters and blit smaller stuff like throwing apples etc. Aladdin is still very enjoyable as it is mind you, I'm not saying it's crap or anything. |
24 September 2022, 23:38 | #126 |
Moderator
Join Date: Nov 2004
Location: Eksjö / Sweden
Posts: 5,602
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@ImmortalA1000: You are very opinionated, and what you say does not check out against facts.
No available computer had better sprites than Amiga in 1985-1992, and probably for a few years to come. I think you are confusing a computer for consoles and arcades. Coders in Europe and USA wrote much better games than anywhere else in this era. In Asia, not only were coders plagiaristic, refusing to innovate at all cost, they took no part in any computer scene at all. That's why no Japanese games were sold for (insert every computer ever sold until 1992, and probably beyond). Exceptions (and also not exceptions): Mass Tael Ltd. were great for Spectravideo and MSX, were based in Hong Kong. Konami supported a computer, but added sound and blitter in carts (and no sprite flicker fix of the 1979 TI-99/4A chip also used in NES). So for the sprite chip question you need to find a computer that had a better one (we can basically extend it to 1970-2022). Your "regional coder" opinion really is off the mark and you will have to show a bunch of great computer games titles from 1985-1992. With the wisdom of hindsight, we already know there were few coder teams in Japan, and they all worked at a console company and when the console got its hardware upgraded automatically they could do more with their sprites. That's not what being a good coder means. That said both OCS and AGA have powerful sprites, and being a good coder is about good ideas and applying them to the hardware, and I'm sure good games can still be coded to take advantage of some great applications of it. |
25 September 2022, 04:33 | #127 | |
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Join Date: Dec 2019
Location: Ur, Atlantis
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Quote:
Then there is a small matter of X68000 with its custom sprite chip and arcade like performance which was unthinkable for any other computer at the time, Amiga included. |
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25 September 2022, 04:34 | #128 |
Registered User
Join Date: Sep 2017
Location: Kansas, USA
Posts: 324
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I guess the X68000 doesn't count then because it's Asian or something? WTF?
*edit* Ah, dreadnought beat me to it by a minute. *edit* |
25 September 2022, 08:47 | #129 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
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Not sure: if we consider the features like expansion then C64 sprites had more features than the Amiga ones; they were limited at 24x21 and not 16x screen height but those things can make a difference in some cases, like think how less sprites you would have used for parallax
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