21 June 2017, 13:45 | #21 |
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Yep, that's probably where the problem is - Zorro-II is a tight bottleneck for old-style graphics cards. There's no way AGA is as fast as the equivalent RTG setup. But it's true, AGA in 256 colours in low res is reasonably quick when using the chipset features.
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21 June 2017, 14:18 | #22 |
Puttymoon inhabitant
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Graham Humphrey could tell about it. When we were creating Downfall AGA with parallax scrolling, I was not happy with it, cos palettes were very limited because of background layers. So AGA really doesn't mean 256 colours on screen in motion. With static picture it is better, but still - would you see a difference?
OCS 21 colours AGA 134 colours Okay, I used only half of the pallete here, but still 6x more colours than in OCS version. |
21 June 2017, 14:45 | #23 |
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Interesting, the pictures didn't show up for me and when I tried to open them in a new tab I was greeted with:
We're sorry, but your IP address (95.109.78.40) has been banned because of spam. Contact lemonamiga #at# gmail #dot# com if necessary. I wonder what I did :O |
21 June 2017, 14:58 | #24 | |
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Quote:
Same here.... I guess you cant direct link to pictures... |
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21 June 2017, 15:12 | #25 |
Puttymoon inhabitant
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Hm, so sorry guys
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23 June 2017, 22:46 | #26 |
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however, not being an amiga hardware expert, from eyes point of view, AGA lion king is ugly vs VGA version.
So, in many case AGA games to be more playble, to add some extra like parallax or other features, drastically reduce estethic impact. but a part this game, i try to search other AGA games and for now i don't find others with this big difference in colors. |
23 June 2017, 23:23 | #27 |
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Again AGA version very colorless than VGA version. however Amiga version has some more complex seabed, but at the same time slighty reduced screen area. |
23 June 2017, 23:26 | #28 |
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Do you understand the differences between both architectures?
As it was told to you before, not all colors/any number of colors on everything are possible. Besides total color count, certain screenmodes and features have future limitations, sprites have limitations, etc etc etc. |
25 June 2017, 16:11 | #29 |
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however is a way to find again aga games that haven't 256 colors.
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26 June 2017, 18:46 | #30 |
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Any AGA game with dual playfield graphics will not have 256 colours without using copper tricks.
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26 June 2017, 19:18 | #31 |
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You get 16 colors for back playfield, 16 colors for front playfield. Then you can get copper tricks to get more colors, then you have sprites colors that can be independente from the playfields.
When you add all of this you can get a lot more of colors than usually you'll get in ECS games. Still nothing close of 256 colors. I really find funny how so many people believe all AGA games are 256 colors and even when you try to discuss with them, they go all "BUT AGA IS 256 colors". Happened a few times with me. |
26 June 2017, 20:01 | #32 |
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Few AGA games that look colorful (you can check the number of colors):
Ishar 1, 2 and 3, Simon The Sorcerer 1 and 2, Trolls, Oscar, Overkill, Roadkill, UFO, Reunion, Super Stardust, Pinball Prelude, Pinball Illusions, Slam Tilt, Brian The Lion. Last edited by PopoCop; 26 June 2017 at 20:12. |
26 June 2017, 21:47 | #33 |
CaptainM68K-SPS France
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Simon the Sorcerer on Amiga OCS ECS is an half Bright 64 colors game.
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27 June 2017, 07:42 | #34 |
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More AGA games to check:
Napalm, Exodus: The Last War, Flyin' High, Capital Punishment, Body Blows / Body Blows Galactic. |
28 June 2017, 23:29 | #35 |
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however if XNView is accurate to calculate colors, many VGA games are not real 256 colors..
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28 June 2017, 23:56 | #36 |
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VGA games are always 256 colours.
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29 June 2017, 01:49 | #37 |
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29 June 2017, 12:05 | #38 |
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But then those limitations were not because of technical reasons. If a VGA game uses 32 colours, the VGA chip is still outputting 256 colours, of which most are unused.
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01 July 2017, 09:44 | #39 |
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and also photobucket want to be paid for tagging their photo..
some free photo hosting yet exists? |
01 July 2017, 10:01 | #40 |
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