20 February 2021, 12:18 | #221 |
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Another game i would have liked to see in AGA vest is surely Jim Power - the lost dimension, curious about the yeld of some cool stages as the third one on snes :
SNES stage 1 [ Show youtube player ] SNES stage 3 (shmup) [ Show youtube player ] SNES stage 7 [ Show youtube player ] it received also a decent and colorful ms-dos port at the time : longplay PC [ Show youtube player ] in reality i like almost all the ports of this game (and the original of course), so i would like to see a sort of 'back to home' at some point |
20 February 2021, 12:20 | #222 |
Lemon. / Core Design
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Ha... the "Pulfric Effect" worked well on that one, but without the glasses on, that parallax is a real headache inducer
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20 February 2021, 12:30 | #223 |
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I think the issue with JP's parallax is mostly that it's too bright and it also might move a tad too quickly.
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20 February 2021, 12:55 | #224 | ||
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but yet a great arcade style game, technically and gameplay talking wondering if could be the perfect game to test the wider sprites AGA feature? Last edited by kremiso; 20 February 2021 at 13:02. |
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20 February 2021, 13:28 | #225 |
Inviyya Dude!
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20 February 2021, 13:46 | #226 |
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Take a pair of dark sunglasses, and look through one lens with one eye, and leave the other eye uncovered, and look at the parallax in that video (if it doesn't work, switch eyes.. can't remember if it's left or right that needs darkening) |
20 February 2021, 14:43 | #227 |
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What is disturbing is that the background scrolls on the opposite direction compared to other games. It is like you are are rotating around the scenery.
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20 February 2021, 14:53 | #228 |
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20 February 2021, 16:00 | #229 | |
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The parallax worked in more classic way in the Megadrive beta (unfinished) port, prolly many preferred that one check for level 5 (shmup) in this longplay, at min. 21.21 : [ Show youtube player ] still something moves in the opposite direction Last edited by kremiso; 20 February 2021 at 16:18. |
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26 February 2021, 17:59 | #230 | |
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The SNES version was an inhouse CapCom title that used a CapCom accelerator chip similar to the FX chip nintendo later made for 3D except not as powerful. In many ways the SNES version is better than the arcade version. The MegaDrive/Genesis version is horrible sound wise. The sound samples have a higher pitch with a low frame rate for the game itself. Capcom did such a good job with their snes port the mega drive/genesis port looked and played like garbage. Capcom didn't use any sort of accelerator chip in the genesis/mega drive versions. Hands down the Amiga ports were terrible US Gold did a crap job with the Amiga port. The Capcom CPS-1 arcade hardware and the Amiga ECS chipset have alot of similarities. I'm certain with skilled coders a near arcade perfect port could have done for the Amiga ECS platform with a better than arcade version for the AGA platform. Last edited by ShenLong; 26 February 2021 at 18:09. Reason: Derp |
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26 February 2021, 18:25 | #231 | ||||
CaptainM68K-SPS France
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This is absolute bullshit. All the SNES game carts using special chips are known and SF2 is not one of them. Next the SNES version is better than the arcade version ? Stop taking cocaine in ya nose ! The arcade version is the original one, with bigger sprites, better music and sound effects, and a hardware so much more powerful than your regular SNES kiddies games ! The best version of SF2 out of the arcade is the Sharp X68000 version. It's an almost carbon copy of the Capcom CPS1 version. Quote:
Bullshit part 3. The megadrive version runs at 60fps in japanese version, and 50fps on the euro version. Quote:
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The Amiga ECS is unable to fourk out something that is nearby near the CPS1 version. Even for the AGA machines, it's certainly not an easy feature. You're a bit deluded aren't you ? |
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26 February 2021, 19:02 | #232 |
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Was that really necessary?
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26 February 2021, 19:42 | #233 |
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The A1200 was very popular, but game developers née game publishers flocked to consoles instead. The AGA chipset also only adds more colors and less CPU load, nothing else. As a result, there are few AGA exclusive games to begin with, and not all take full advantage, just as for OCS.
Those that do take advantage are mostly just well-planned from hardware knowledge, i.e. not lazy ports. In some cases, they deliberately limit and special-case gameplay to pull off arcade-like performance, e.g. Turrican series. Something like Mega Typhoon (arcade Raiden adaptation) would be what you're asking for. No problem at all making that with twice the colors on AGA, yet there isn't one. Now, the A1200 also came with a much faster CPU, and you could upgrade it (even with just some fastmem) to make it a lot faster. This trend continued and so - "taking advantage of the hardware" on AGA largely means shifting work from the chipset to the CPU, not discovering secret chipset tricks. Some games do this, and the ones released 1994-1995 should be peak performance for unexpanded AGA. OP seems to be asking about discovering some trick in the AGA chipset. Well, it really wouldn't translate to a performance boost, and not a visual boost either since it could already display tons of colors! So, from the view of a gamer, not a substantially more awesome game than you would expect from what the hardware could already do. It could be explored for the fun of it. and I wouldn't mind seeing 2D games with the new sprites, even if it couldn't reach e.g. Metal Slug 5. Maybe time for an AGA reboot?? |
27 February 2021, 09:01 | #234 | ||||||
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The Amiga and the capcom CPS-1 hardware unfortunately have almost nothing in common, aside the 68000 (slower on the amiga 500). Quote:
It was during a time where the NeoGeo was in its Heyday for fighters Last edited by ShenLong; 27 February 2021 at 09:54. Reason: Derp |
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27 February 2021, 09:53 | #235 | |
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I'd like to think an 030/25 AGA with 8megs ram would be the minimum system requirements for non stuttering slowing down gameplay. With a ground up AGA game engine being built and not cross porting the NeoGeo game engine. With a ground up engine a really kick ass RTG version could be made too. Do any games use both AGA and, RTG when both are available? Used in a similar way as SLI/Crossfire is? Last edited by ShenLong; 27 February 2021 at 10:32. |
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27 February 2021, 11:08 | #236 |
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Why would you want to combine AGA and RTG if they output on different screens?
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27 February 2021, 14:13 | #237 |
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Because you have two screens. RTG to 70" screen and AGA to a smaller screen in front of you for static/info/whatever stuff.
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27 February 2021, 21:09 | #238 | |||
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There are many older Amiga games that could be re-coded to take advantage of the A1200's extra power. Those games might not look much more colorful, but could have much better gameplay than they did on an overtaxed A500. Quote:
Since the A1200 was designed to be expanded via the trapdoor slot (just like the A500 was) and RAM expansions are now cheap and readily available, I think any new games being developed should consider requiring it (just like later OCS games required 1MB). With FastRAM present the interaction between CPU and AGA changes, so tricks might be discovered that wouldn't work on a stock (ChipRAM only) A1200. |
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27 February 2021, 21:53 | #239 | |||||
CaptainM68K-SPS France
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27 February 2021, 22:24 | #240 |
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Street Fighter Alpha 2 and Street fighter Zero 2 released for the SNES did use the S-DD1 chip. So this might be the source for this mix up.
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