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Your shittest console

Started by peanutbutter, May 07, 2020, 05:47:06 PM

Previous topic - Next topic

Dewt

Ah, it's lovely. A peek into an America that is all but lost now.

Sebastian Cobb

Ironic really that the amiga was shite at 3d given the 3d bouncing ball was used to promote it as being a cut above other systems.

This of course caused lots of copycats by developers on less powerful systems:

https://m.youtube.com/watch?v=fzvahV7eGYM

Dewt

It was just palette swapping though, not very flexible.

It was more useful as a demo of multitasking really - being able to drag the title bar down and show other stuff going on underneath. Pretty impressive for the time. I love the way the Amiga could have two different screen resolutions at once.

buzby

Quote from: Dewt on May 21, 2020, 01:43:49 AM
Found it. As soon as I saw the name I knew that was it.

http://wiki.icomp.de/wiki/Graffiti

I love this video showing what it looked like if you didn't do the conversion: https://www.youtube.com/watch?v=yfBOmXOKnKU
Ah, that seems to be very much based on the AGAExtender guy's principle - it plugged into the RGB port too, and was basically a PS/2 VGA RAMDAC chip and some PALs (note the 4 chips with their IDs ground off - sneaky)

Sebastian Cobb

What idiot named it the 'AGAExtender' and not Rayburn.

MojoJojo

Quote from: buzby on May 20, 2020, 10:41:50 PM
So much so that games with vector graphics like flight sims always ran slightly faster on the Atari ST  despite  it's extremely basic graphics hardware, as the ST's 68K CPU ran at a slightly faster clock frequency (8MHz vs 7.09MHz on PAL machines). The Amiga's graphics hardware was optimised for 2D graphics operations and sprites, so it was  no help when it came to doing the raw maths needed for vector graphics in the time before hardware acceleration existed.

That's not quite true - the blitter had some specialised modes for drawing polygons. But that would require rewriting code specifically for the Amiga.

There's an interesting article on the Amiga's poly drawing abilities here : https://fabiensanglard.net/another_world_polygons_amiga500/index.html

I.D. Smith

Quote from: Sebastian Cobb on May 21, 2020, 10:46:59 AM
Ironic really that the amiga was shite at 3d given the 3d bouncing ball was used to promote it as being a cut above other systems.

This of course caused lots of copycats by developers on less powerful systems:

https://m.youtube.com/watch?v=fzvahV7eGYM

My Atari ST had one of those, on one of the Demo Disks it came with, called Fujiboink:

https://www.youtube.com/watch?v=b2asVg4kBuI

As a child I'd actually sit and watch that for ages

buzby

#157
Quote from: MojoJojo on May 21, 2020, 12:44:58 PM
That's not quite true - the blitter had some specialised modes for drawing polygons. But that would require rewriting code specifically for the Amiga.

There's an interesting article on the Amiga's poly drawing abilities here : https://fabiensanglard.net/another_world_polygons_amiga500/index.html
Quote from: MojoJojo on May 21, 2020, 12:44:58 PM
That's not quite true - the blitter had some specialised modes for drawing polygons. But that would require rewriting code specifically for the Amiga.

There's an interesting article on the Amiga's poly drawing abilities here : https://fabiensanglard.net/another_world_polygons_amiga500/index.html
The Amiga's Blitter line and polygon drawing functions that were used by Another World's animation system (which, like Flash that came later, was based on 2D vector objects) could only draw 2D shapes. The same author's page on the port of Another World to the ST shows that due to it's higher CPU speed and low-res graphics mode effectively being 'chunky' in memory layout instead of planar, the Amiga Blitter's polygon drawing functions could be reproduced in software with only a negligble effect on the framerate. By vector graphics I meant 3D, where the higher clock speed of the ST came into it's own when doing the Z-buffering required to decide what visible objects needed to be rendered in each frame.

It had no hardware sprite support at all though, and the low-res memory layout made it hard work to do any software sprite operations. The STE did get a Blitter and hardware sprite support, but it was far too late by then of course, as nobody would release an STE-only version of a game.

Quote from: I.D. Smith on May 21, 2020, 01:34:02 PM
My Atari ST had one of those, on one of the Demo Disks it came with, called Fujiboink:

https://www.youtube.com/watch?v=b2asVg4kBuI
Which was an update of Atari's own Boink demo, which they created in 1985 as a response to the Amiga version. I had another version (that was STE only, I think) where the ball was bouncing between a foreground and background of trees while a sample of A Forest by The Cure played.

monkfromhavana

Quote from: peanutbutter on May 18, 2020, 01:58:26 PM
The Pocket Color came out like a decade after the PC Engine, no?

I think i could have explained the timing better. As a child I looking longingly at PC Engines etc, then 10-12 years later I lived in Japan and bought a Neo Geo.

Jerzy Bondov

Quote from: buzby on May 21, 2020, 01:50:23 PMIt had no hardware sprite support at all though, and the low-res memory layout made it hard work to do any software sprite operations. The STE did get a Blitter and hardware sprite support, but it was far too late by then of course, as nobody would release an STE-only version of a game.
There were a few. I had an STfm and I was very jealous of Stardust, Obsession and Substation. Luckily I was unable to convince my parents to get a second Atari ST so that I could play three more games.

buzby

Quote from: Jerzy Bondov on May 21, 2020, 03:43:27 PM
There were a few. I had an STfm and I was very jealous of Stardust, Obsession and Substation. Luckily I was unable to convince my parents to get a second Atari ST so that I could play three more games.
I'd moved onto the PC by then due to university commitments (though my ST was still in use as a sequencer). Those titles were written by developers from the Scandi demo scene basically as examples of what could be done on the STE and either licenced to small software companies or self-released. No large software house was going to commission an E-only game, and the commercial software scene for the ST was basically dead by 1995.

fflip

#161
When I had an ST I used to love fooling around with a program called "Ani ST", from an ST Format cover disk. It let you draw 2D polygons, transform and munge them, and then it would do the 'tweening' for you. In retrospect, turns out it was a fully-loaded shareware re-release of a previously commercial package Aegis Animator, originally made for the Amiga, then the ST.

I only just now saw the source video that was rotoscoped for Another World: https://www.youtube.com/watch?v=VhGtYfpmxyY. Wonderfully resourceful, especially the car.

Hand Solo

Quote from: fflip on May 22, 2020, 03:21:08 AM
I only just now saw the source video that was rotoscoped for Another World: https://www.youtube.com/watch?v=VhGtYfpmxyY. Wonderfully resourceful, especially the car.

There's similar of Prince Of Persia in this making of vid.

I assumed Another World was made by the same guy as Prince Of Persia as a kid, because they're essentially the same game, just one is less platform-y and set in an alien world, but then you had Flashback also by Delphine which was basically an updated Prince Of Persia on an alien world. It was very confusing.

Dewt

I think Prince of Persia is much more of a game. Another World is more of a spectacle.