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- Path: mail2news.demon.co.uk!gate.demon.co.uk
- From: Jason <tmr@cosine.demon.co.uk>
- Newsgroups: comp.sys.cbm
- Subject: Re: 20 MHz 64... Does it scream?
- Date: Wed, 21 Feb 96 02:22:46 GMT
- Organization: Cosine Systems
- Message-ID: <9602210222.AA000i8@cosine.demon.co.uk>
- References: <doug.cotton-1902962234460001@s126.the-spa.com>
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-
- Doug Cotton (doug.cotton@the-spa.com) wrote:
- : We spent a couple of hours testing various programs, getting much the kind of
- : results we expected on most. Some surprises here and there though... quite a
- : few of the games we tried (ML commercial games) worked fine, with no speed
- : increase at 20 MHz. We had expected pretty much all games would fail, running
- : too fast to be usable. Apparently these titles ran everything via timed events.
- : Frogger was unplayable, though! Blood Money did something we didn't expect...
- : it exhibited less raster garbage at 20 MHz than it normally did on a stock 1 MHz
- : machine. Just a side effect of the particular raster timing, I'm sure.
-
- The games normally will be raster timed and since the screen refresh won't
- speed up that means that the games are going to be happy. Heres a test
- to try. Get hold of IO by Firebird and play it all the way through. On
- the last level the multiplexor will overload when a trail of purple
- spinning disks appears (if you don't shoot them!). See if the thing is okay
- with the 20MHz CPU! I'd guess it'll be flawless but I'd like to know the
- result of that one!
-
- Oh, the glitch on Blood Money was reduced because (at a guess) the speed
- increase allows the game to switch its scroll mask on faster!
-
- Thanks for the progress report, Doug... I have my cheque book ready!!
-
- Jason =-)
-