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Author Topic: Collection Low-end systems which have still users and software development  (Read 7405 times)

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Offline fishy_fiz

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Yes, its just me being pedantic, but gba and amiga (even low res) resolutions are pretty different (amiga low res is more than twice the res of a gba (38400 vs. 81920 pixels).The GBA's very low res of 240x160 is a big part of the reason it appeared significantly more powerful than the snes,.... its simply wasnt moving nearly as many graphics. Yes it had a more powerful cpu too, but that was only half the story.
Near as I can tell this is where I write something under the guise of being innocuous, but really its a pot shot at another persons/peoples choice of Amiga based systems. Unfortunately only I cant see how transparent and petty it makes me look.
 

Offline fishy_fiz

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Re: Collection Low-end systems which have still users and software development
« Reply #1 on: December 19, 2011, 07:20:09 AM »
The amigas sprite hardware isnt nearly as limited as it sounds on paper. Even I managed to get 20 16 color 32x32 hardware sprites moving around the screen happily. This can be extended somewhat too.
Near as I can tell this is where I write something under the guise of being innocuous, but really its a pot shot at another persons/peoples choice of Amiga based systems. Unfortunately only I cant see how transparent and petty it makes me look.
 

Offline fishy_fiz

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Re: Collection Low-end systems which have still users and software development
« Reply #2 on: December 19, 2011, 07:43:41 AM »
The limitation is in the total width of sprites per scan line (which I suspect is what you was getting at, even though you wrote 16x16), but this can be supplimented with bobs. With some proof of concept code I was fooling with I simply read the total width of sprites per scanline and when that exceeded 64 I instead used bobs (or just wrote to bitmap, depending on what the graphic was,... sometime bobs arent needed and overwriting bitmap is quicker).

AGA of course in theory can have 64 pixel wide sprites per channel,  which with multiplexing is enough to have next to no restrictions. Unfortunately the theory and practice here dont match 'cos Commodore screwed the hardware up and instead gave us near unlimited sprite power that is drawn off the physical screen :/

Interesting thread though for my tastes. Im currently on the lookout for what to work on next now that my Jooleem offshoot is nearing completion (graphics and sound are still needed, but its easy enough to add/replace them whenever I feel the urge).
Something Zelda-esque, or some sort of RTS type game are what Im considering, being that they both lend themselves well to the Amigas hardware. I have some skills, but Im no hardcore asm coder, so am on the lookout for stuff that's both a good match for the amigas custom hardware and the sorts of specs that are common these days for classic users.
Probably favoring a RTS type game, soley 'cos its something that could still be playable to the coder (zelda-esque adventure game could be a little boring to play back when you know the game inside out).
Near as I can tell this is where I write something under the guise of being innocuous, but really its a pot shot at another persons/peoples choice of Amiga based systems. Unfortunately only I cant see how transparent and petty it makes me look.