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Old 10-28-2011, 07:37 AM   #16
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Default Re: Any recent homebrew games that push OCS/AGA technically?

Just watched the Amiga demo... And order returns to the universe, that is better than the CPC demo, as one would expect only difference is that I can see how they did all the effects on this one
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Old 10-28-2011, 07:58 AM   #17
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Default Re: Any recent homebrew games that push OCS/AGA technically?

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Ok, they do need one of the later models of CPC so I guess it is less impossible hehehe

What this does show is how much the Amiga was an evolution of the previous generation of computers rather than a revolution :-/
It's not the previous generation though. The CPC was 1984, and this won't run on stock. I'd say it's the same generation- which shows how powerful the Amiga was in 1985.
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Old 10-28-2011, 08:00 AM   #18
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Default Re: Any recent homebrew games that push OCS/AGA technically?

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Is it running on the 6128+ , I can't remember.

The + had 4096 colours and extra hardware sprites, was still running a 3 mhz Z80 though.
I think that demo was for 464 with some extra ram. unsure though. I have a 464/6128 in the loft I think. or something like that, i should get it down and see if I can get this running.

Last edited by buzz; 10-28-2011 at 08:05 AM..
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Old 10-28-2011, 09:52 AM   #19
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Default Re: Any recent homebrew games that push OCS/AGA technically?

I had the ram expansion for my 6128 bringing the ram up to a massive 256k. IT used bank switching to add the extra ram.

Cost a small forturne as well
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Old 10-28-2011, 12:35 PM   #20
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Default Re: Any recent homebrew games that push OCS/AGA technically?

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Originally Posted by JJ View Post
Is it running on the 6128+ , I can't remember.

The + had 4096 colours and extra hardware sprites, was still running a 3 mhz Z80 though.
Same as the GX4000 console. CPC+ = Hardware sprites, pixel scrolling, 4096 palette and 3.5mhz Z80 IIRC, got one but need monitor to power it. But NEC PC ENGINE with custom chips + 6502 doing Outrun and R-TYPE justice seems more impressive IMO


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Ok, they do need one of the later models of CPC so I guess it is less impossible hehehe

What this does show is how much the Amiga was an evolution of the previous generation of computers rather than a revolution :-/
ST is true successor to CPC really. Good colour, fast screen memory access. Z80 in CPC is nothing cutting edge, 1982 Sinclair job. C64 was the finest IMO for pre ST/Amiga launch day. Then Atari 800 (check out Rescue on Fractalus/Koronis Rift).

Amiga was very much Atari 8bit on steroids....also inherited its weak hardware sprites too sadly, blitter has to do everything due to that weakness. Still if you think like tat CPC & ST is evolution of Sinclair Zx80 or Commodore PET and Atari 400/800, C64 & Amiga just evolution of Atari 2600 VCS. But this is gross exaggeration

@ all CPC fans in thread
Anyway look for the CPC Shadow of the Beast overground demo too.....for a machine without hardware pixel scroll it's mighty impressive. BUT demo code <> feasible game engine which this a prime example of.

Last edited by Digiman; 10-28-2011 at 12:42 PM..
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Old 10-28-2011, 12:51 PM   #21
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Default Re: Any recent homebrew games that push OCS/AGA technically?

Thanks all. Demos use pre-calculated code/pre-shifted data mostly, no good for game engines then.

I agree Amiga is complex and abilities hard to nail 100%, but just look at Space Harrier for Atari XE and compare it to 80s Atari 8bit games.

Even if someone just hacked Lotus II graphics with big clouds, palm trees, sand and Ferraris would be nice but games of era of Super Stardust = abrupt end.

Graphcs/audio helpers are rife on forums worldwide, talented machine code programmers squeezing hardware to 95% for game engines are not easy to find.
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Old 10-28-2011, 01:00 PM   #22
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Default Re: Any recent homebrew games that push OCS/AGA technically?

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while offtopic - I really enjoy the Amiga 500 demo from Batman group released in 1995 - I'm sure you are all familiar, but just in case

http://www.youtube.com/watch?v=DvqXVAo5WZY
Lovely 32 colour artwork and music is good but not as impressive as torus tunnel on A500/1000/2000 Stardust game's high score screen really or Desert Dream MODs IMO.

I would have expected this game in 640x512 on AGA by now.....

http://www.youtube.com/watch?v=3O0U1QGmi4I

Last edited by Digiman; 10-28-2011 at 01:03 PM..
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Old 10-28-2011, 01:15 PM   #23
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Default Re: Any recent homebrew games that push OCS/AGA technically?

In a sense, Cinemaware was pushing the envelope quite early.
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Old 10-28-2011, 02:47 PM   #24
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Default Re: Any recent homebrew games that push OCS/AGA technically?

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In a sense, Cinemaware was pushing the envelope quite early.
Of all the 1986 games I think Marble Madness is the brightest star.
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Old 10-29-2011, 12:45 AM   #25
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Default Re: Any recent homebrew games that push OCS/AGA technically?

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I would have expected this game in 640x512 on AGA by now.....
You can count all the Amiga's playable animated 640x512x256 AGA games on your thumbs.

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Beast 1, Super Stardust, Lionheart, Sword of Sodan or Lotus 2?
Those games are all very very lores, 320x256. They are not pushing AGA at all.
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Old 10-29-2011, 02:30 AM   #26
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Default Re: Any recent homebrew games that push OCS/AGA technically?

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You can count all the Amiga's playable animated 640x512x256 AGA games on your thumbs.


Those games are all very very lores, 320x256. They are not pushing AGA at all.
Being playable in 640x512 on AGA doesnt automatically make a game technically impressive. I cant think of any games that Id say are more impressive than any of the games mentioned above that are running in 640x512.
The fluidity of movement, amount of large animated graphics, parallax, great sound (bot technically and to listen to), etc. are what makes those games impressive.

Care to point out even one game that's running in 640x512 that pushes the aga hardware better?
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Old 10-29-2011, 03:23 AM   #27
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Default Re: Any recent homebrew games that push OCS/AGA technically?

I can name 5000 Animated Amiga games that play on AGA in 320x256.

Can you name 5000 Animated Amiga games that play on AGA in 640x512?
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Old 10-29-2011, 10:28 AM   #28
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Default Re: Any recent homebrew games that push OCS/AGA technically?

No, I cant because there wasnt many. Still doesnt make what I said any less true. Running at a higher resolution doesnt automatically make a game use hardware any better. Yes, it can choke the machine easier, but it all depends on whats going on screen.
You can run Napalm in 640x512 and Foundation in 640x512 for example, but neither use the hardware better than something like super stardust or Elfmania for example. Neither move as many graphics around, or nearly as smoothly, nor in a way that "realtime" quick responses are required (and influence onscreen action in "realtime").

Show me something like them in a higher resolution and then sure, the fact theyre in 640x512 is something to give credit to, but as things stand I still dont think there's anything available in anything but standard low res that really pushes the hardware in an impressive way. Good games in 640x512 or higher, sure, there's some, but none that impress technically in the same way as things like LionHeart, Super Stardust, Elfmania, Brian The Lion and so on.

Or if you care to offer some games that show otherwise Id be happy to hear about them.
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Old 10-29-2011, 10:44 AM   #29
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Default Re: Any recent homebrew games that push OCS/AGA technically?

Regardless of memories, 8 bit was never that good.
Usually the processors were something lame like the Z80 or a 6502 (or its derivitives).
A few machines had good VDGs and sound, but processors were just weak (personally I would have liked a Hitachi 63C09E).

Flame on...
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Old 10-29-2011, 11:31 AM   #30
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Default Re: Any recent homebrew games that push OCS/AGA technically?

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personally I would have liked a Hitachi 63C09E
Yeah, that would have been great. Too bad only the Dragon/Coco and Vectrex used that family. It would have been great for the C= 64 I think.
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