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Old 05 August 2022, 05:03   #1
ImmortalA1000
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Which AGA games used the 64 pixel wide sprites?

Although it took Amiga a long time to get decent sprites with AGA I can't think of any games off hand that used those massive 64x[screen height max] pixel sort of sized sprites off hand.

Anybody?
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Old 05 August 2022, 12:01   #2
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Aladdin, Putty Squad are two off the top of my head that do
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Old 05 August 2022, 14:27   #3
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Hm, exactly two games that run quite sluggish on the A500 mini.
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Old 05 August 2022, 14:32   #4
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And I'm presuming Second Samurai AGA does as well, the connection to all three being John Twiddy
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Old 05 August 2022, 15:11   #5
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Ta will have to check out those games.
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Old 05 August 2022, 15:45   #6
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Quote:
Originally Posted by Galahad/FLT View Post
And I'm presuming Second Samurai AGA does as well, the connection to all three being John Twiddy
John Twiddy worked on Second Samurai AGA?
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Old 05 August 2022, 15:56   #7
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John Twiddy worked on Second Samurai AGA?
It would have used his code from First Samurai, no chance in hell Rafaellle Cecco rewrote the entire engine from scratch

Either that or Cecco wrote the engine and Twiddy reused it, for Aladdin and Putty Squad, because either way its the same
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Old 05 August 2022, 15:57   #8
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Turbo Sprint makes extensive use of them.
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Old 09 August 2022, 11:32   #9
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Banshee uses them as well, both for the score side panel and for the weather effects.
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Old 09 August 2022, 18:15   #10
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JetHunt uses them. :-)
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Old 09 August 2022, 20:43   #11
BippyM
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Hm, exactly two games that run quite sluggish on the A500 mini.

I'm not sure the 500mini was the target system
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Old 09 August 2022, 22:00   #12
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RESHOOT R uses 64 px wide sprites for displaying score, player object, all bullets and a parallax layer. Reshoot Proxima 3 will do the same.
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Old 10 August 2022, 00:13   #13
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Actually i remember McGeezer mention Rygar AGA uses it too
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Old 10 August 2022, 00:33   #14
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AFAIK Rygar uses 32 pixel wide Sprites instead. Still an AGA only feature, but not 64 pixels
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