Be super carefull about the timing that changes due to the 68000 vs 68020ECEcs. Matt, the author of tanglewood, only has a 500+, so thats the ultimate target hardware. Im developing on a 1200, but wont use any of the aga stuff. That means, unfortunately, we will probably be using dual playfield mode, i.e. 8 colors per playfield. I have a vector quantization tool ive written to handle palette conversions to try and mask any problems.
Can you post this on EAB forum? Looking forward to it.Ecs. Matt, the author of tanglewood, only has a 500+, so thats the ultimate target hardware. Im developing on a 1200, but wont use any of the aga stuff. That means, unfortunately, we will probably be using dual playfield mode, i.e. 8 colors per playfield. I have a vector quantization tool ive written to handle palette conversions to try and mask any problems.
To clarify, i was told just after i'd finished that release was unlikey to the point i simply forgot about it and have since always assumed it never saw light of day. In addition the music was converted from the arcade version and i could only use 2 of the 4 available channels. I had a cassette sent of the arcade music, same as Mortal Kombat 2. Fifa was a cassette of Jeff Dyke's megadrive music.I assume that poster is talking about the music for the Amiga ports, because I just checked with Josh Tsui and they didn't use Amigas to create the music for the Arcade version of MK2.
Primal Rage for the Amiga appears to have only released in Germany, perhaps the user was unaware of such a release?
To clarify, i was told just after i'd finished that release was unlikey to the point i simply forgot about it and have since always assumed it never saw light of day. In addition the music was converted from the arcade version and i could only use 2 of the 4 available channels. I had a cassette sent of the arcade music, same as Mortal Kombat 2. Fifa was a cassette of Jeff Dyke's megadrive music.
Doesn't make much of a dent to be honest 8)How does it feel suddenly having another released title under your belt? :p
Imagine all the unclaimed royalties from the 76 copies sold on Amiga!
Imagine all the unclaimed royalties from the 76 copies sold on Amiga!
You mean you're not casually slipping into random conversations with friends that your Amiga port of Primal Rage actually got released??
This sounds somewhat funny to me.Controls were often terrible with jumping being done by pressing up on the joystick.
Its where my career started 8). Did the music on Fifa, Mortal Kombat 2, half the music on Colonisation and the never released Primal Rage. My early PC game projects were still written on Protracker as well.
There is one game I am looking for:
Only clue was reading back then a video game magazine and it had a naked female elf on a pond staring scarred at you. Must be an RPG probably. If anyone has heard about that game, I'd be grateful.
That game is Journey.
http://www.gamebase64.com/oldsite/gameofweek/52/gotw_journey.htm
I was searching for a separate old game myself, which led me to here and saw your comment - which gave me flashbacks to a game I had not seen or thought of in over 25 years!!
It was late 1990 when Paradroid 90 had shipped on Atari ST and Commodore Amiga. That game was using Dominic`s 16-bit "OOPS" kernel, which he had developed originally for Simulcra, and we had used for Rainbow Islands. This had allowed us to write a game predominantly on the Atari ST, and then port to the Amiga, running in 16-colour mode, in about 3 weeks. The kernel took care of common functionality such as keyboard, joystick and mouse input, interrupts, debugging, and displays. The up-side of this was that we could produce a game on 2 similar platforms quickly, but the downside was that we were working always to the lowest common denominators. This particularly exposed the weakness of the Atari ST: no sideways smooth scrolling in hardware.
Meanwhile Turrican 2 had been released for the Amiga, showing what could be done on the platform. It had plenty of sprites, a great copper-listed backdrop of colours, smooth scrolling in all directions at 50 frames per second, and a great game with plenty of action.
We had some telephone conversations with Julian Eggebrecht, representing Factor 5, the team who wrote Turrican 2. They had written their own development system as well as the game. They were keen to tell us about their scrolling technique, which utilised the unique feature of the Amiga hardware: that the bit-planes for the display can start on any word address in memory. Most displays had fixed or boundary-limited addresses in RAM for the screen.
The issue for the Amiga was also that the CPU was not fast enough to rebuild an entire screen`s worth of data every 50th of a second, fast though it was. The magic of the Factor 5 scrolling system was realising that during smooth scrolling, quite a lot of the screen data stays the same. Only areas covered by software sprites, animated background characters, and the scroll leading edge(s) change, so if you can efficiently update those then you can get to the magic 50 frames per second arcade speed.
My bro was all over Amiga in the late 80's/early 90's. First a 500, then a 1200.
I personally rather played on NES and MD. The Amiga did get some of those games, but SF2 on my Amiga damaged my soul. It was THE game for us in the arcades, and we were delighted it would come to Amiga. Firstly there was the one button controls, but secondly was the hilarious bad quality of the port. Its not even a port, Capcom wouldn't hand out source codes. I believe the developer just tried to copy what they played on a cabinet. MK fared better but still tedious to play for obvious reasons. Even as a kid I was annoyed by the lack of parralax scrolling, I didn't know the name yet but I noticed the completely static backgrounds.
Better were those Amiga exclusives, such as Alien Breed, Supercars, Lotus, Turrican et al. Those games were fine. Everyone who was around wanted to play Moonstone for some reason, wasn't it pretty bad actually? I never liked it.
There was also this game made in Holland, Disposable Hero, it was pretty good!
Oh man Fire and Ice is one of my favorite games ever! I'll definitively read this!Andrew Braybrook wrote another insightful blog post, this time about Fire and Ice:
https://uridiumauthor.blogspot.com/2018/07/fire-and-ice.html
The first bit, but the whole thing is a good read:
Moonstone was a fantastic game. Everyone loved it for a reason :) Disposable Hero might actually be my favorite shmup game! It had just enough resource management to make it strategic and involving in a way that no other game of that kind did. Plus it had a certain story/adventure aspect to it. Absolutely loved playing that game and I still revisit it from time to time. I thought it was made by an Italian team, but now checking the mobyganes, it appears they were indeed from the Netherlands.Better were those Amiga exclusives, such as Alien Breed, Supercars, Lotus, Turrican et al. Those games were fine. Everyone who was around wanted to play Moonstone for some reason, wasn't it pretty bad actually? I never liked it.
There was also this game made in Holland, Disposable Hero, it was pretty good!
If you're mainly using the Amiga for Octamed you may try using a Pi build. Since the complete rewrite of UAE4ARM it's now the most powerful Amiga bar the ppc ones (thanks to Amiberry).Still using octamed on my A600 to this day. Might be finally time to upgrade to a 1200 though.
Still using octamed on my A600 to this day. Might be finally time to upgrade to a 1200 though.
Hmm, that's VERY interesting!If you're mainly using the Amiga for Octamed you may try using a Pi build. Since the complete rewrite of UAE4ARM it's now the most powerful Amiga bar the ppc ones (thanks to Amiberry).
Moonstone was a fantastic game. Everyone loved it for a reason :) Disposable Hero might actually be my favorite shmup game! It had just enough resource management to make it strategic and involving in a way that no other game of that kind did. Plus it had a certain story/adventure aspect to it. Absolutely loved playing that game and I still revisit it from time to time. I thought it was made by an Italian team, but now checking the mobyganes, it appears they were indeed from the Netherlands.
I fully agree with this. In fact, I'd say at first I couldn't even handle the weird d-pad when I bought a Mega Drive. Some games just don't work with d-pad. Like Speedball 2 or Sensible Soccer just to name a few. Of course one needs to have a good joystick.As a person who started playing videogames at home on, well, home computers, I was actually fine at just using up to jump.
If you're mainly using the Amiga for Octamed you may try using a Pi build. Since the complete rewrite of UAE4ARM it's now the most powerful Amiga bar the ppc ones (thanks to Amiberry).
I definitely recommend checking it out before dropping some serious cash on an A1200
Amazing what were able to make out of 1mb of RAM. I loved Octamed, never used the eight channel mode due to the hit on audio quality.
Games like Street Fighter 2 definitely. But also, I think it's the other way around. You can still enjoy Speedball 2 or Sensible Soccer using a joystick. It just feels perfect. On consoles those feel weird. Also, Amiga does have the keyboard so some complex games really benefit from that.I love my Amiga growing up, but in retrospect, I don't think many of the games have aged well compared to their console counterparts.
The primary reason being the single button on the joystick - it made it hard to develop suites of complimentary mechanics in action games, or requiring the Player to use the keyboard alongside the joystick.
Just look up amiberry tutorials on youtube , there are even comparaison videos showcasing the progressHmm, that's VERY interesting!
Didn't UAE on the Raspberry had issues some time ago? I think I read something about that on this very board but it could very well be my memory fooling me... :-\
You can still enjoy Speedball 2 or Sensible Soccer using a joystick. It just feels perfect. On consoles those feel weird. Also, Amiga does have the keyboard so some complex games really benefit from that.
I don't think many of the games have aged well compared to their console counterparts.