![]() I just posted this over at PCEngineFX, just trying to get all the facts on the table. Is the gent correct in what he asserts, and have I made a massive lay-man blunder? I'm sure the Mega-CD is a little bit more capable than he gives it credit for however. port on the Megadrive, the poster in question asserts the same point in fairness. ![]() Its not out of question that in a lot of ways the Mega-CD design was bottlenecked and a compromise due to the limited expandibility of the ext. The gentleman in question seems quite knowledgable about the Megadrives hardware and I'm in completley over my head (as always), but basically hes wrote off the Mega-CD hardware's M68K processor, as being fairly ineffective for anything other than CD housekeeping duties and dealing with the Rioch PCM chip. Basically as always with my big mouth, I've jumped into a tech discussion over on assembler games regarding the MEGA-CD's internal hardware. ![]() Thats not taking into account interrupts, which you might be able to use to get you another colour.įound this thread so I might be able to ask some technical questions regarding the Mega-CD. replace Dizzy with a 4 or 5 colour sprite, replace the flames with two three colour (yellow, red, orange) sprites, and multiplex them for the bottom two, replace the painting with 4 sprites, replace the chandelier with 2 or three sprites.Īnd with those elements replaced, the staircase could now be any colour you want (instead of sharing with the sea in the painting), and white could be replaced with another colour of you choice too, not to mention you'd have the choice of colours from a 4000 sized pallette instead of, what? 27? so the colours would better fit too. With the CPC+/GX4000 hardware, the colour counts would skyrocket, this game requires next to no sprites at all, I think for the gameplay 4 or 5 would actually do. When the main game is so clearly half assed, it doesn't give me much confidence that the border was as good as it could get. Regardless of the border (which only exists because these are ports of the Spectrum game anyway), the main game could've looked more like this on a normal CPC (and take into account I have crappy art skills) That game really isn't optimised for Amstrad at all though, its just a lowest common denominator rush job. Of course I have very little understanding of this stuff, so I'm just going by what I've been told (which I only half understand), and thats just one Amstrad programmer's opinion, he considered the GX4000 to be better for sprites than the SMS, but one of the other homebrew programmers I spoke to considered GX4000 sprites to be completely worthless, and worse in his estimation even than NES sprites in all but colour.ĮDIT: Also, I meant "kinda similar" in the way the system's graphics are, not in overall capabilities, like the GX4000 could be the next gen equivalent or something (and yeah, I know A8 fans call the Amiga its actual next gen descendant :)). From what I can recall he also mentioned that dropping the frame rate helped. Someone more knowledgeable than me did say that it would probably be an idea to simply make games with 8 sprites, and update the other 8 sprite registers whilst they're off-screen, swapping between the two. I dunno, I think for most side-on games 20-25 colours could be very do-able in high resolution, which would conceivably put it a little higher than general Atari ST graphics for specific types of games in regards to colour + resolution (with smoother scrolling too)Ĭhanging the sprite data on the other hand seems to be a time consuming pain in the ass though unfortunately, from what I've heard multiplexing is pretty much out of the question in-game unless you're leaving the same pre-defined sprite data for your 16 sprite images (and some characters will have to be built with multiple sprites + different animation, all taking up those slots).
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