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Author Topic: what machine to run amiga FPS comfortably?  (Read 3864 times)

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Offline Cammy

Re: what machine to run amiga FPS comfortably?
« Reply #14 from previous page: June 05, 2010, 03:55:19 AM »
Wow, I finally got around to trying the A1200 version of AB3D and it does indeed run full screen if I hit Enter! I never knew about this option before, but I only ever played it on my CD32 so I wasn't using a keyboard. Being stuck in a small window was the one thing that always bugged me about AB3D, I don't mind so much that it uses blocky pixels for the full screen mode, it's more atmospheric playing this way. It runs nice and smooth on my 030/28 too.
A1200 030@28Mhz/2MB+32MB/RTC/KS3.1/IDE-CF+4GB/4-Way Clockport Expander/IndivisionAGA/PCMCIA NIC
A1200 020@14Mhz/2MB+8MB/FPU/RTC/KS3.0/IDE-CF+2GB/S-Video
CD32 020@14Mhz/2MB+8MB/RTC/KS3.1/IDE-CF+4GB
A600 030@30Mhz/2MB+64MB/RTC/IDE-CF+4GB/Subway USB/S-Video/PCMCIA NIC/USB Numeric Keypad+Hub+Mouse+Control Pad
A500 000@7Mhz/512kB+512kB/ROM Switcher/KS3.1+1.3/S-Video

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Offline Buzzfuzz

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Re: what machine to run amiga FPS comfortably?
« Reply #15 on: June 05, 2010, 06:35:39 AM »
Quote from: whiteb;561230
MMMMM what an Interesting thread, writes the game names down :)
 
Imagine what the games will be capable of, on a Cyberstorm MK-II (060) 50 Mhz and 128MB of ram :)

Blizzard 1260 with SCSI kit, forgot about that one ?
Gives you 060 power in the 1200 and 256MB and I got one here.
You could go Blizzard PPC, although most games won't use the PPC.
Wishlist: A3500, A2500UX
 

Offline Seiya

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Re: what machine to run amiga FPS comfortably?
« Reply #16 on: June 13, 2010, 10:38:54 AM »
to play first ab3d and gloom, 020@28 mhz like Blizzard 1220 are quite enough.
maybe, lates level with big enemies require 030@40/50 mhz.

To play breathless at maximun frame rate, best to have a 040@40 mhz, but with 030@50 mhz is good playable in 2x2 or 1x2.

to have a fast processor, but cheap, 030@50 is a good choice

Offline Karlos

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Re: what machine to run amiga FPS comfortably?
« Reply #17 on: June 13, 2010, 11:41:45 AM »
Quote from: Hattig;562541
We need some disassembler ace to mod the game's renderer to have a 1x1 mode.

I presume the game renders to a (guessed from the screenshots) 128x100 chunky bitmap, and then there is a C2P module to copy and expand that onto the screen.

I remember playing the demo of this game, in some ways on a fuzzy monitor the chunkyness of the rendering added to the atmosphere, it didn't feel too crisp and angular.


I think Peter McGavin hacked the demo to use c2p but he mentioned he had no idea where the resolution data was.

It's quite likely that the width and height values were assembler macros that are now peppered through the object code.

You know, I'm not at all sure about this but it seemed that the AB3D2 source code contained all the game assets for AB3D. The code might well be in there too. It has been a long time since I looked as it was a bit of a nightmare, TBH.
int p; // A