Mark
Well, my A1200 (68020) in low detail runs well with very little slow
down. I'd say for what YOU want then I reckon the best would be a
68060/66 with 32MB Fast RAM which you can get from Eyetech but it's not
exactly cheap. I reckon a basic 68040/25 with 8MB Fast RAM should do it
well but it does have a hefty drain on power because it has a fan: most
other Motorola chips don't. To be honest I doubt a 68030 could really
cut it. I'd be interested if anyone has any experience too as my Miggy
desperately needs a decent accelerator.
But you have an A600 so:
I honestly don't know whether the Apollo 630 (comes with a 68030 and up
to 8MB Fast RAM) would still be available: it goes directly over the
original 68000 CPU, but as it is stuck down it would be difficult to
remove. It does come with jumper settings to select either 68k or the
030 (if backward compatibility becomes an issue) and it may (or may
not ???) require a better PSU. I haven't played anything much on my old
A600 though, after I got the A1200 it changed my life (well, not quite
but you get the gist). I picked up my A1200 for £20. They are still
available (as new) for £100 if you shop around, I remember the A600
being slow on low detail but the A1200 is more or less OK. I don't know
whether FE2 can utilise a PPC chip (PPC 604e runs at something like
240MHz) either.
Stuart
--
'We had no use for the policy of the Gospels: if someone slaps you,
just turn the other cheek. We had shown that anyone who slapped us on
our cheek would get his head kicked off.'
-Nikita Khrushchev (1894 -1971)
Sent via Deja.com http://www.deja.com/
Before you buy.
The thing is a lot of folk seem to think that the processor one stage down
from theirs makes Doom/Quake/Napalm/Frontier/whatever unplayable, while
infact that often isn't true for the person using the machine in question.
If it's any help, I thought an A1200 ran the game about twice the frame
rate of the 600, and the addition of fast ram to the 1200 doubled it
again, but that's obviously just my impression. The 030 would make flying
over terrain much smoother, but I've got an 060 and I can't say it made
much difference to my enjoyment of the game from when I played it on a
1200 + 2 megs of fast.
All the best,
Angus Manwaring. (for e-mail remove ANTISPEM)
I need your memories for the Amiga Games Database: A collection of Amiga
Game reviews by Amiga players http://www.angusm.demon.co.uk/AGDB/AGDB.html
Thanks folks
Mark
Stuart Wilson <stu9...@my-deja.com> wrote in message
news:8rijil$j7d$1...@nnrp1.deja.com...
> In article <8ri81d$9eu$1...@news6.svr.pol.co.uk>,
> "Mark Robertson" <ma...@rhymerproductions.freeserve.co.uk> wrote:
> >
> > I've just discovered these games and am having a blast with Amiga
> Elite on a
> > bog-standard 68000 processor A600. Unfortunately this just can't
> cope with
> > Frontier. Anybody know what speed of Amiga processor I need to get
> Frontier
> > running well in very high detail mode?
>
Indeed. AFAIK, Amiga Frontier uses blitter to draw graphics. It is fine
for lower end Amigas, but it really becomes bottleneck for 68030 and up.
So 68030 with fastram will do fine.
OTH, if you had a fast PC, you could run it on UAE, which can speed
up the blitter as well. Some people may prefer Amiga Frontier over
PC Frontier.
-- Timo Suoranta -- tksu...@cc.helsinki.fi --
I run it on a 68030 40 mHz accellerated 500.
If I tweak the detail settings to maximum, it still has a hard time,
especially on planets. It's considerably better than 68000 though :)
IMHO, Amiga Elite has a great feel to it, if it weren't for those
penguin brain AI's.
/martin
Ta again folks
Mark
Timo K Suoranta <tksu...@cc.helsinki.fi> wrote in message
news:8rk5ag$qgi$1...@oravannahka.helsinki.fi...
Mark
martin krois <m...@cybercity.dk> wrote in message
news:39DDA87A...@cybercity.dk...
Mark Robertson wrote in message <8rkbqf$2cp$1...@newsg3.svr.pol.co.uk>...
> IMHO, Amiga Elite has a great feel to it, if it weren't for those
> penguin brain AI's.
Amiga Elite was bloody awful! Or are you talking about Amiga Frontier?
Possibly, from the rest of the thread.
--
Simon Challands, creator of:
The Acorn Elite Pages - http://elite.acornarcade.com/
Three Dimensional Encounters - http://www.3dfrontier.fsnet.co.uk/
The Stunt Racer 2000 League - http://www.3dfrontier.fsnet.co.uk/srleague/
Simon Challands wrote in message <8rkm8a$n40$1...@news8.svr.pol.co.uk>...
Is there much of a difference between the PC version and Amiga version? The
PC had superior graphics (with its texture maps) so how could playing the
Amiga version on UAE on a PC be better than playing the original PC version
on a PC?
"Mark Robertson" <ma...@rhymerproductions.freeserve.co.uk> wrote in message
news:8rkbl9$hko$1...@newsg2.svr.pol.co.uk...
It's not for Stunt Car Racer, it's for Stunt Racer 2000, which is an Arc
game based on the one you mention. Whether or not it's better or not I
don't know, since I've never even seen Stunt Car Racer.
Let me know how the A600 accelerator fares as I have an old A600 that's
in need of a boost. I hope to get an A1200 accelerator by next Easter
(finances permitting - I also to get a decent PC that'll run decent 3D
modelling software).
Let me know how the A600 accelerator fares as I have an old A600 that's
in need of a boost. I hope to get an A1200 accelerator by next Easter
(finances permitting - I also need to get a decent PC that'll run
David (originally from Manchester now in San Francisco)
"John Whitehouse" <JohnWhi...@csllink.com> wrote in message
news:39ddd...@nnrp1.news.uk.psi.net...
Mark
"Simon Challands" <si...@challands.freeserve.removethisandadddotcodotuk>
wrote in message news:8rl6a5$8mq$1...@news6.svr.pol.co.uk...
>
> John Whitehouse <JohnWhi...@csllink.com> wrote in message
Dave
Scored about 30% or so in PC Gamer, but they try to copy much of the
humour of Amiga Power with none of the talent that made AP just such a
damn good read. It LOOKS good, and will appeal to those who prefer
raytraced graphics above actual depth of gameplay, apparently it is
difficult to get into and has a few bugs. I'd rather wait for another 2
years...
Well I had about 10 minutes to get into X before a mate came around to go
shopping (I subsequently bought Midtown Madness 2 - very dissapointing). And
it DOES look good; visually that is.
Thing is, according to PC Zone it ranks along with Terminus as the best
space sim in the vein of Elite. I'm more likely to trust their opinion than
PC Gamer in light of the fact that PC Gamer nearly always over-rate games.
e.g. recently Diablo II (which I thought was linear pants) got 90odd% in
Gamer and in PC Zone it got a more deserving 70%. Anyway, I'll be back with
more once I've played it properly.
Dave
> Indeed. AFAIK, Amiga Frontier uses blitter to draw graphics. It is fine
> for lower end Amigas, but it really becomes bottleneck for 68030 and up.
> So 68030 with fastram will do fine.
I'm afraid, Amiga Frontier doesn't use the blitter except for cleaning the
screen. Its graphic engine is based on the engine used in Virus, which uses the
processor for drawing the polygons. To speed up the drawing Mr Braben has
invented special routines for drawing triangles, rectangles etc with different
colours. My old Amiga 1200 ran Frontier with a MC68030 at 50 Mhz. It did
benefit a lot from the (both fast and compact) programming. Actually the
blitter wasn't used much on the Amiga, as it was too slow. You would need
far too many MOVE-instructions to fill the blitter registers (for drawing the
surrounding lines, filling the plane and then copying it to the screen
planes) compared to a simple direct processor write to the screen. Most
games I've come across (Starglider, Damocles, No Second Prize, Zeewolf etc)
therefore did not use the blitter.
> OTH, if you had a fast PC, you could run it on UAE, which can speed
> up the blitter as well. Some people may prefer Amiga Frontier over
> PC Frontier.
Yes, because the sound is better. But PC Frontier has texture mapping and
more than 16 colours at the same time. It's probably a question of taste.
BTW: Don't run Amiga Frontier on Fellow, the other Amiga emulator for the
PC. It seems to have a serious bug in the DIVS/DIVU emulation, as it doesn't
set the overflow bit right (at least not on my PC). I've written a little
test program, and it revealed this mistake quite clearly. Frontier depends
largely on this. If the overflow flag is not set (if the result of a 32:16
division is larger than 16 bits) calculation will fail definitely giving very
strange effects.
Cheers
Holger
"Rhino" <wank...@NOSPAMTHANKYOUMAAMhotmail.com> wrote in message
news:8rnv86$bhj$1...@news7.svr.pol.co.uk...
> martin krois <m...@cybercity.dk> wrote in message news:39DDA87A...@cybercity.dk...
>
> > IMHO, Amiga Elite has a great feel to it, if it weren't for those
> > penguin brain AI's.
>
> Amiga Elite was bloody awful! Or are you talking about Amiga Frontier?
> Possibly, from the rest of the thread.
I'm referring to Elite. I don't think it was awful... I think the solid vector graphics was
really great, and with the sounds it was an atmospheric and fun game. A big minus was the
AI though, or at least the ships always appear in the same place making them sitting ducks
if you had a large laser.
I didn't like Frontier that much, the retro controls and physics is much more appealing to
me.
/martin
>Is there much of a difference between the PC version and Amiga version? The
>PC had superior graphics (with its texture maps) so how could playing the
>Amiga version on UAE on a PC be better than playing the original PC version
>on a PC?
I don't know. I think, if the blitter was used at all in Frontier, that
because the UAE "blitter" was software, it probably wouldn't be
constrained to run at it's less than impressive rate on a fast Miggy. I
don't know anything about this stuff, but given David Braben's skill, and
the time at which Frontier appeared I'd have though he made very little
(if any) use of the Blitter, but as the code had to run on the 16-bit
Amigas it wasn't optimised for the 32-bit machines. As a small website
plug, I'd add that on the AGDB, Scott Johnston (author of Hired Guns
etc) contributed a review of the game Bloodwych. He talks about a lot of
his games including the adaptive code he used in UFO:Enemy Unknown, which
cleverly (I thought) shared the blitter appropriate tasks between the
blitter and the CPU, with the more powerful machines doing the majority of
the task with the CPU while the slower machines made greater use of the
blitter.
<snip>
> Let me know how the A600 accelerator fares as I have an old A600 that's
> in need of a boost. I hope to get an A1200 accelerator by next Easter
> (finances permitting - I also need to get a decent PC that'll run
> decent 3D modelling software).
Unfortunatly for me, the 3.5" HDD I managed to shoehorn into my A600 took
up all the available space. I used to have an evil idea to convert the
A600 into a tower system, but never got round to it.
--
Graham 'Jades' Thurlwell
Jades' FFE Site: http://www.jades.org/ffe.htm
The best Frontier First Encounters site on the net
Have you tried playing it on an Amiga with less than an 030? :)
I had a 210MB 2.5" HD in mine. Plenty of space but the PSU couldn't
pull the skin off a rice pudding. As such, the whole thing just screwed
up big style: the HD refuses to work on ANYTHING, and the A600 (2MB
version) was a wreck (buggered up chips and keyboard). I got another
A600 but then I discovered the joys of AGA and have never really looked
back. Except to play ECS Heimdall 2.
Did you see a feature (in CU Amiga I think) about turning the A600 into
a laptop? It worked surprisingly well.
If you haven't already got X:BTF, get X Gold. It contains the original
X:BTF and the X-Tension add on. Gameplaywise, X-Tension is much better
than X:BTF, although I prefered the station animations in X:BTF.
My original A600 PSU blew up, but fortunatly didn't take out the machine.
The current power supply is pretty evil - it's basically a standard PC
PSU with an Amiga power connector.
As for my HDD, Eyetech used to do a combo bundle, which had an an
improved IDE controller (plugged into the IDE header on the mainboard), a
2 Gig (IIRC) 3.5" HDD and an external ATAPI CD-ROM kit. The ribbon cable
for the CD-ROM drive actually leaves the back of the A600 case. With all
the bits inside, the top _just_ goes back on.
The whole lot worked rather well, but after the original CD-ROM drive in
my PC failed, I dismantled the Amiga's external CD-ROM and put the drive
in my PC, where it is still working.
> Did you see a feature (in CU Amiga I think) about turning the A600 into
> a laptop? It worked surprisingly well.
I remember that. I've probably still got the article in my big stack of
mags in my cupboard (I _never_ bin computer mags, but recently started
cutting out the good articles from my Loaded collection and binning the
rest).
From memory, I tried using the blitter for filling polys. It was slower than
using the processor, because of the set-up time, even on an original 7.1Mhz
A500. Frontier did use the blitter for screen clear, as this could be done
while the gameloop stuff was running. However if the game loop and render
preparation completed before the blitter had cleared the screen (as on an
040 Amiga) the processor would finish the job.
David Braben
www.frontier.co.uk
> From memory, I tried using the blitter for filling polys. It was slower than
> using the processor, because of the set-up time, even on an original 7.1Mhz
Did you try HAM fill? Setting up HAM screen mode, you would only
have to plot edges of polygons, clearing the screen with 'modify
previous color with nothing' pixels.
Yes - I wasted a lot of time on it!
David Braben
www.frontier.co.uk
> Did you try HAM fill? Setting up HAM screen mode, you would only
> have to plot edges of polygons, clearing the screen with 'modify
> previous color with nothing' pixels.
This is not completely true. There are no "nothing pixels" in HAM mode,
instead you can choose for each pixel if you want to take one colour
from the 16 colours palette (64 colours in HAM8) or modify one of the R,
G or B components. That is, you always have to "modify" at least one of
the 3 components, no matter if it's going to change or not (of course,
if it isn't going to change, you have to "modify" it to its previous
value). So you always end up with blits into at least 4 out of 6
bitplanes for the whole polygon and not only for its left/right edges
(or 6 out of 8 planes in case of HAM8).
Well, there is a possible approximation towards blitting only the edges,
indeed. You can achieve this, when you ensure that one of the 3 colour
components (in most cases blue, as this is the one with the lowest
luminance) is the same in all polygons and on the background in each
frame (you may vary the selected component and component value across
frames, of course).
Regards,
Niels Böhm alias Mr.WC