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Author Topic: A600 maximum (stock) performance and PAL/NTSC  (Read 5312 times)

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Offline Terse

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Re: A600 maximum (stock) performance and PAL/NTSC
« on: September 05, 2010, 04:18:16 PM »
Quote from: DyLucke;577849
Argonaut Software dear Cammy, Argonaut... Their use of early 3D environments was really revolutionary back in the days, fast paced, lots of polys... Remember Starglider and Starglider 2 on the Amiga or ST, later StarWing (StarFox) and Vortex on the SNES with that FX chip they developed specifically that was even able to run Doom on a plain 16bit slow console, of course it's quite choppy, but it's a merit.

Later they programmed the infamous FX fighter for the PC, at the time of the first Virtua Fighter, showing a PeeCee could do it too, sadly the game was quite bad despite it had remarkable technical quality.

Last game i've known about them was StarFox Adventures on the GameCube, a game i own and i like a lot. Again they were ahead porting a "Zelda" game to the GC before a REAL Zelda game for the GC.

Cheers


They made Malice for the Xbox.
 

Offline Terse

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Re: A600 maximum (stock) performance and PAL/NTSC
« Reply #1 on: September 05, 2010, 04:20:11 PM »
Quote from: Cammy;577819
It's kinda cool that the SuperFX chip was designed by an Amiga guy (he made Starglider and Starglider 2 on the Amiga, kinda similar to Starfox don't you think?).

There are surely games out there that use OCS/ECS and require more than 1MB ChipRAM, some needing several megs of FastRAM too, although I can't list them off the top of my head. I like it when a game can take advantage of my expanded system though.


Hired guns will use more than 1MB chip RAM, if available for extra sounds.