home *** CD-ROM | disk | FTP | other *** search
- Path: sparky!uunet!cs.utexas.edu!torn!utzoo!censor!comspec!nsq!entity
- From: entity@nsq.uucp (cybernetworx)
- Newsgroups: comp.sys.amiga.games
- Subject: Re: Future of the amiga ?
- Message-ID: <304@nsq.uucp>
- Date: 30 Aug 92 23:55:57 GMT
- References: <27945@sophia.inria.fr>
- Organization: NSQ
- Lines: 60
-
- In article <27945@sophia.inria.fr>, buffa@delos.inria.fr (Michel Buffa) writes:
- >
- > I'm also afraid because I read in some recent French magazines the
- > characteristics of the new amigas. Impressive, but the first price models, the
- > ones that will show what kind of games we'll have in the future are the same
- > as before. No better sprite engine, no better sound processor, no improvement
- > for games. And the new high models, the 4000 and the 2200 are trying to
-
- Hmm, well you are definitely wrong there. From what I can see, there are no
- more sound channels, but I believe the sound IS 16 bit now. I don't think
- sound was ever a big problem with Amiga games.. as a matter of fact, they
- usually kill the console/PC equivalents anyhow.
-
- Sprite support HAS been improved. The new AA chipset supports both
- scandoubled sprites as well as adjustable widths on the sprites. I'm not sure
- if they've improved the number of sprites or not. Even if they haven't, the
- addition of larger sprites makes a lot more games possible. After all, that's
- the only reason a console can even HOPE to compete with a machine like the
- amiga.. it's incredible sprite support. (bitmap rotation and scaling are
- important too, but are restricted to specific games)
-
- Certainly better graphical capabilities on the new machines. And I don't even
- mean strictly in terms of 256 colors. Who cares? What I like is the fact
- that you can now have HIRESHAM, and SUPERHAM and be able to throw on large
- sprites over this. I can see some very cool possibilities. How about
- SUPERDUALPLAYFIELDS? No more stupid 8 color per playfield restriction! In
- addition, you can still do copper tricks to get a vast number of colors. All
- of a sudden games like street fighter II with it's parallaxing floor is easily
- possible!
-
- > some good arcade games because of it's dedicated hardware for sprites +
- > scrolling. But this particular point has not been improved at all. Number of
- > sprites, of parallax scrolling, bitmap rotation, zooming, quality of sound are
- > what makes good arcade games. For the moment the amiga can not compete with
- > the dedicated hardware of the Super Famicom.
-
- Like I said before, I've yet to hear a console game that sounds BETTER than
- the average amiga game. Than again, I must admit I've only seen a limited
- number of console games, and even that has been restricted to the
- super-nintendo and TurboGraphix 16 machines. But all the ones I've seen (eg.
- street fighter II have pathetic sound/music)
-
- You're right about sprites being important, but like I said they've definitely
- improved the sprite engine and it remains to be seen if they have increased
- the number of available hardware sprites as well. If they have, you can
- expect to see some INCREDIBLE console type games very quickly. That's the
- only thing that the consoles have over a standard amiga.. number of sprites.
- In every other respect starting from base processor up to copper definitely
- kill the consoles. (except maybe NEO-GEO :-) Bitmap rotation and scaling
- would have been nice in a new blitter, but I guess we will have to continue to
- do it with the existing blitter ourselves. (AGGHH!)
-
- Parallaxing doesn't need any improvement. What are you talking about? With
- the new SUPERDUALPLAYFIELDS modes, you can easily hardware parallax a plane
- (ie without using blitter, just DDFDELAY and BPL pointers) and still have a
- foreground BOBs plane with lots of colors and independant of the background
- parallaxing.
-
- Anyways, just my thoughts. TTYL!
-
-