Welcome, Guest. Please login or register.

Author Topic: New Sonic the Hedgehog Amiga Fangame Project  (Read 16705 times)

Description:

0 Members and 1 Guest are viewing this topic.

Offline Hattig

  • Hero Member
  • *****
  • Join Date: Feb 2002
  • Posts: 901
    • Show all replies
Re: New Sonic the Hedgehog Amiga Fangame Project
« on: June 29, 2008, 09:57:16 PM »
Megadrive: 8MHz 68000 and game-oriented graphics chip (tile based in particular, all pre-defined, means little-to-no CPU effort in drawing new graphics on the screen)
A500: 7.14MHz 68000 and planar-bitmap graphics

Not only is the CPU a little slower on the Amiga side, but to try to do all the Megadrive effects would be counter-productive on top of that.

However you can cut out some Megadrive features, and add in Amiga capabilities to compensate. Decent overscan, for example.

What makes Sonic is the really fast scrolling sections. If you can pull that off on the A500, in 32 colours, then you have something to build upon. That probably means being able to scroll the screen by up to 64 pixels per frame in any direction (including the drawing of the new section of the map) in addition to animating the spinning rings, sprites, etc.

In addition, I'd be a bit dubious about ripping the Sonic graphics, as the franchise is still very active.
 

Offline Hattig

  • Hero Member
  • *****
  • Join Date: Feb 2002
  • Posts: 901
    • Show all replies
Re: New Sonic the Hedgehog Amiga Fangame Project
« Reply #1 on: June 29, 2008, 10:40:50 PM »
Yeah, games that made use of the Amiga's strengths.

I don't think a game created using a game creator written in Amos is actually going to match what professional full-time assembler/Amiga programmers could achieve. Of course a lot of the Amiga hardware features were available in Amos/BB2 and were thus still fast, but there's a reason that Zool, Superfrog, etc, weren't written in Amos.