[#2443]
Re: Zapowiedzi nowych gier
@Solo Kazuki,
post #2442
With AGA you get 4 things which make a massive difference.
But I have a question, it looks like people are saying... "it doesn't look AGA"? Tell me then, what do you expect an AGA game to look like? Perhaps give me an example. Is it really not the issue that you expect the game as you see it now to run on the OCS/ECS hardware? If so, then read on.
AGA has four distinct advantages over the OCS/ECS Amiga's and each one means that Rygar will run at 50 frames per second and look much closer to the arcade, if you remove any one of these three advantages then the game as it is cannot run on OCS/ECS.
First advantage... memory.
AGA provides 2Mb of Chip ram in it's stock configuration, the game needs pretty much all of this to run. The sprites on their own take up 500Kb, the Tiles take up 160Kb, the game code is currently 156Kb... right there that rules out an OCS machine with a stock 512Kb of ram, add on top the sound and music which is 300Kb that then starts to rule out ECS machine with 1Mb of ram.
Second advantage... Sprite hardware.
The game footage you've seen in my videos will show you that it never slows down. The reason for this is that the engine priorities on using hardware sprites which frees up the blitter. With an AGA machine we get 12 free hardware sprites, 4 in the upper zone, 4 in the mid zone and 4 in the lower zone. All other sprites are using the Blitter. The key difference between OCS and AGA with hardware sprites are the sizes, we can have 32x256 sized sprites on AGA, but OCS is limited to 16x256, this halves the available sprites.
Third reason... CPU.
Stock AGA machines are equipped with a 68020 running at 14Mhz, and an OCS machine is running a 68000 at 7Mhz... because it's stock both CPU's contend with the blitter...but... there's a massive difference in that the 68020 has an onboard cache which in Rygar is used extensively.... all of the routines are optimised to run in the 256 byte cache to make optimal speed.
Fourth reason....(and this is the big one).... Bitplanes/Colours.
Much of the criticism here is around the graphics/colours. As you probably know they are taken from the arcade board which can have 128 independent colours per sprite, however that doesn't matter. OCS machines are limited to 64 colours or 6 bitplanes. So possible configurations are 16 colour foreground and 4 colour background, 8 colour foregrounds and 8 colour backgrounds or do something like Risky Woods and have a 32 colour foreground with a 16 colour repeating sprite background - this however eats pretty much all resources on the OCS.
With AGA, we have double OCS... so 8 bitplanes, meaning a 16 colour foreground and 16 colour background, or 32 colour foreground and 8 colour background (this is the mode Rygar uses).
Now if you think of the arcade, it can display 128 colours for any sprite... the reason the AGA Rygar sprites are so shit colour wise is because all of those sprites and tiles have to mixed down to 32 colours - for everything, the sprites operate across levels so you can't enhance colours for one level and then enhance for another - that is impossible.
So live with what the game is and appreciate the graphics that are running on AGA, a lot of work has gone into it and if I thought the graphics could be improved with a marginal amount of time then I would have had someone do it (i'm not short on offers).
A man's got to know his limitations (Dirty Harry).
Hopefully.... this might add some clarity for the uninitiated but opinionated.
Geezer
Ostatnia aktualizacja: 24.04.2019 23:53:22 przez mcgeezer
Ostatnia aktualizacja: 24.04.2019 23:54:12 przez mcgeezer