Page 5 of 7 FirstFirst ... 34567 LastLast
Results 41 to 50 of 67

Thread: Commodore Amiga

  1. Some of that did carry over into PC games from Euro developers though. The MOD format (and similar formats) became so popular they'd just write mixers for their PC games. Zone 66 and Jazz Jackrabbit spring to mind (I know JJ wasn't from a Euro company but it was from a Euro programmer, Arjan Brusee).

  2. #42
    Yeah, the mod format in various forms has persisted. Deus Ex used the similar .it format for its music, for example. Riddick and The Darkness use a very evolved variation in order to easily switch instruments to create dynamic music that responds to gameplay cues.

  3. I look forward to trying out each and every one of these games. Thanks Neozeedeater, Bvork, and Frogacuda!

  4. Any love for the Video Toaster?


  5. Those things were used extensively in live broadcast and porno for years.
    We had one of those at my high school. It was cool for doing wipes with effects like falling sheep and naked cartwheel kiki, and there were some trippy effects that it could do that look cool if you're stoned.
    Lightwave was cool to mess around with, but rendering times were way too long to make 3D animation practical on what is essentially an Amiga 2000.

    Ever wonder what happened to the video toaster spokes model?

  6. Toasters were used extensively back in the day for fansubbing. Who can forget nth gen VHS tapes with poor translations?
    Become History
    Awesome stuff I'm selling | Backloggery | Tumblr
    2013 Completion (2): PC (1), 360 (1)

  7. Quote Originally Posted by bVork View Post
    Amiga music sounds so distinctive mainly due to its reliance on the mod format, which lends itself very well to some specific styles. There's only so much you can do with 4 channels and very limited sample memory. A lot of the best Amiga musicians, however, ended up writing their own sound formats. Chris Huelsbeck wrote an insane 7-voice audio routine, which is why the title track for Turrican II and the end credits for Apidya are leagues beyond anything else on the platform. Of course, this routine requires a lot of processing, which is why it isn't used during gameplay.
    Its probably not used for gameplay, since the Amiga CPU is used to generate those extra channels of sound. The MOD stuff doesn't use much memory or rely on the CPU, since its streamed into the sound hardware from memory.

  8. #48
    It's actually a little more complex than that. The three extra channels are virtual and have to be mixed into the four hardware channels in real-time via dynamic creation of samples. And yes, this is done by the CPU. Don't forget that the introductions of Amiga games use the CPU as well, though definitely nowhere near as much as actual gameplay.

  9. Quote Originally Posted by bVork View Post
    It's actually a little more complex than that. The three extra channels are virtual and have to be mixed into the four hardware channels in real-time via dynamic creation of samples. And yes, this is done by the CPU. Don't forget that the introductions of Amiga games use the CPU as well, though definitely nowhere near as much as actual gameplay.
    Oh yeah!

    Powermonger is a good example of the Amiga using the hardware to its max, with its full orchestral intro.

    There were several Atari ST ports that suffered on the Amiga, because the soundtracks weren't designed around its hardware.

  10. I never got an Amiga since it is too expensive for a teenager, but I always salivated whenever I see it demo'ed in stores (remember Lechmere?). That and Atari ST. One day, I will grab an emulator and play through all these games. They still look great too.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Games.com logo