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Amiga.org Amiga computer related discussion General chat about Amiga topics Any recent homebrew games that push OCS/AGA technically?

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Old 10-28-2011, 12:51 PM   #21
Digiman
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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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Originally Posted by buzz View Post
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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Originally Posted by Digiman View Post
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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Originally Posted by Digiman
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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Old 10-29-2011, 11:51 AM   #31
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Default Re: Any recent homebrew games that push OCS/AGA technically?

Speaking of Tandy Coco's, Id have loved to see some scene demos for the coco3. Quite a nice 8bit machine that unfortunately never really got a chance to strut it stuff.
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Old 10-29-2011, 01:33 PM   #32
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Default Re: Any recent homebrew games that push OCS/AGA technically?

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Originally Posted by fishy_fiz View Post
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?
My point was that PC game in the youtube video (Mini Racing Online), an isometric 8 way scrolling game with tiny sprites of F1 cars has not even been replicated on AGA machines in 18 years. Scrolling a 640x400/512 screen and animating a dozen or more 16x16 pixel bobs with some engine sounds SHOULD have happened at some point. It was an example of a simple game that could be converted even today without the need for chipset hacking 020 ASM code.

It points out how little is actually happening in Amiga homebrew.

(A very similar game was in development for OCS/ECS called the big engine/big end. An isometric F1 racer in 320x200 mode. Never released though so just a few screen shots in Amiga games that weren't etc. But if you can do a scrolly iso racer on OCS you can certainly do a scrolly hires iso racer on AGA no? Pixel scroll takes no time at all so it's just blitting the edge of the screen and moving tiny car sprites micro machines style.)
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Old 10-29-2011, 01:45 PM   #33
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Default Re: Any recent homebrew games that push OCS/AGA technically?

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Originally Posted by Iggy View Post
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...
You don't need a 68000 to scroll a screen or animate stuff or make great sounds. C64 is proof of that, and actually the Last Ninja tunes on SID make a mockery of the feable Paula efforts (which is normal, most games coders used the same crappy samples and forced them into the songs instead of getting off their asses and SAMPLING THE CORRECT INSTRUMENTS grrrr!!!)

Sure you can't do Starglider 2 on a C64 etc but it's no big loss. There's actually MORE full screen parallax scrollers on C64 than Amiga...go figure

To be honest the C64 and VIC were pushed a lot, many times. I know this because I spend most of my spare time recording gameplay videos for those two machines mostly and approaching 600 vids now on my channel.

(ie not simple raster split stuff like Starray etc non overlaid parallax even an ST/Amstrad can manage)
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Old 10-29-2011, 03:00 PM   #34
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Default Re: Any recent homebrew games that push OCS/AGA technically?

Sure, there's plenty of game styles that aga could cope with if using a higher resolution, but I was actually responding to ChaosLords suggestion that a game running in 320x256 isnt pushing aga at all.

It would be nice if there was some games assuming, say, hyopothetically, an '030, some fast ram, and aga as minimum with as much time, effort, and man power as was put into the bigger earlier amiga games, but unfortunately it wasnt really commercially viable, and there's very little collaberation between remaining developers to be able to produce many elaborate homebrew games (ie. games beyond the scope of 1 or 2 people).
Bit of a shame, as the enthusiasm is still there by quite a few people.

p.s. C64 actually can do starglider2 (check c64gtw Probably shouldve checked 1st, but Im pretty sure my memory isnt playing tricks on me and there actually was a demo there)
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Old 10-31-2011, 10:07 AM   #35
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Default Re: Any recent homebrew games that push OCS/AGA technically?

Also, hires interlace flickered like a pig, so wasn't normally used if you could help it. people used TV's, not flicker free monitors on low end Amiga's back then.
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Old 10-31-2011, 10:59 AM   #36
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Default Re: Any recent homebrew games that push OCS/AGA technically?

Quote:
Originally Posted by Digiman View Post
My point was that PC game in the youtube video (Mini Racing Online), an isometric 8 way scrolling game with tiny sprites of F1 cars has not even been replicated on AGA machines in 18 years.
*cough* http://www.youtube.com/watch?v=-WSDACZhZZM
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Old 10-31-2011, 11:19 AM   #37
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Default Re: Any recent homebrew games that push OCS/AGA technically?

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Heh, now there's a blast from the past. Havent laid eyes on that game in a long while. Looks a little different to how I remember, especially the cars, which look somewhat more colorful (even compared to aga version).

Either way, I actually preffered the amiga format cover disc version, which was pretty different (to a point it was almost a different game with a few similarities). Me and a friend played the Amiga Format version to death, and were then a little disappointed with the finished game. Was still a decent game, but we never enjoyed it as much as those late night sessions with the demo.
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Old 10-31-2011, 01:29 PM   #38
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Default Re: Any recent homebrew games that push OCS/AGA technically?

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Originally Posted by fishy_fiz View Post
Heh, now there's a blast from the past. Havent laid eyes on that game in a long while. Looks a little different to how I remember, especially the cars, which look somewhat more colorful (even compared to aga version).

Either way, I actually preffered the amiga format cover disc version, which was pretty different (to a point it was almost a different game with a few similarities). Me and a friend played the Amiga Format version to death, and were then a little disappointed with the finished game. Was still a decent game, but we never enjoyed it as much as those late night sessions with the demo.
but someone trying to 'push hardware to limit' probably won't like the (blitz) basic..
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