I would say don't bother about that! But probably worth mentioning to the Winfellow developer.
https://petschau.github.io/WinFellow/
ELECTRIC BLACK SHEEP
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Hi,
It is not a questin of money. The game already used delta compression in a way that (in theory!) every amiga with a hdd (+chip ram) can play. Delta compression stores/displays only that part of the screen that has changes compared to the previous frame.
- As i see Microcosm uses amiga mod for the music. It is small in size and played directly from from ram/memory. Our choice of music is streamed with the video from the HDD. It is larger in size but it allmost has no ram consumption and has the advantege of basicly play any kind of music (by not limited to play music with sound-samples).
-Microcosm (i'm just guessing here) possibly using HW mpeg compression. Our game do not use any special HW .
-Microcosm uses a lot of repetative sequence where you basicaly see the same few frame again and again where you can be stucked for minutes. With that you do not need to load/stream the background video constantly. In our game we don't use any frame of the video twice.
- Ican't really measure the framerate of the fmv's in Microcosm but there is a very visible drop in it (mostly in the cutscenes). Somevhere around 10-15fps. We tryed to display 25frames per second (depending on the HDD speed).
-The playground of the screen in Microcosm (not the HUD) is only half of the whole screensize. In SDW-DC we have full screen FMV.
-We can't use any runtime compression like in modern machines. (Under "We", I mean Us, the developers) :D
That means that is (following the Microcosm's specs) we get rid of the music (i mean our streamed one), reduce the displayed frames from 25 to 15 and the resolution is cut in half it could be much faster and lighter (could fit in a CD), but i am sure it would have looked much worst.
Beside all that we also want to see more games like that (for CD32 too if possible). I am sure there is a lot of things that can be done better or faster or simply use other techniques (or language) we used. That is why we allways attaching the source code to all of our games as well. It is free! If anyone can add something to it or just make something with it we encourage you all, please do so!
hi,
sorry but not at the moment.
if you try to play it on a real cd32 than please don't waste any cd -s for that. the issue is not only the size . even on a cd32 you had to play it from a hdd . the cd32 cd has a very low reading speed.
the downloadable iso is mainly for emulators. for some people it was easier to just mount it for the emulator and boot from that.
Hi,
Sure, cats can defend themselves in real life, but this game isn't really about that kind of action.
This game heavily relies on a certain situational awareness, tactics and precise execution. The essence of the game (at least the action) is that you control (move/position) the cat and by doing that you can lead the girl into a position where she can protect you while you collect the artifacts (her memories). In a sense, she is your weapon and your shield.
By giving the cat the possibility to attack pushes the game more to an action category and the girl becomes pointless to be at your side. It would be a very different game.
Maybe in a possibly sequel there will be some changes in that direction.
Thanks!
To be fair, this was not possible (on any platform/machine) in the 90s. Too many pre-rendered sequences that can't fit on a cd-rom (and its reading speed is very-very low) and HDDs have less storage capacity. Not to mention the render time and how huge the entire image-sequence is in raw/uncompressed format.
It is much "simpler" today with a machine that can render all this in real time and process it in an "acceptable" timeframe.
..it is possible that if it had been made at that time, it would probably have been made with a kind of stop-motion technique using real models. All in all, I would have liked to have seen something similar, but unfortunately, nothing like this is being made even these days! That was one of our reasons to try this out. :)
hi,
the patch you can download from the "stardustwars directors cut" site is for the director cut version only! it is not compatible with "stardustwars" wich is on a completely separet site. dont try to mix it together!
you only need to patch the dc version if you have an older version of dc .(so you don' t need to download the whole 800mb zip again.) if you download the full game you don't need to patch it.
hi,
All Amigas has kickroms that are still copyrighted today. To run anything on the (any) emulator you need this rom(file). to distribute our game for free we use a rom that is also free, but becouse it is not "original" and still under developement it has its issues (crashing the game). the game in the emulator zip file is made compatible with that custom rom.
the other versions are for original systems/rom.
hi,
yes, the game is written in amos and that is Basic. a lot of people doesn't like is wery much but , becouse it's slower like it used to, etc. but it is very easy to use and if you stay optimized, don't overstep boundaries like "too much for cycles" or more than 16 colors, stuff that can couse slovedowns it could be prety "enough".
lightwave is still exist (more or less). have new and better features year by year but it is far less popular as the big names of the actulal age.
still.. the models of this game are modelled with a much older version of lightwave. modelled( or more like i made) a low poly version from a much detailed one and baked the surface to it with some ambient to look more appealing (and much-much faster) for a mobile game i made many years ago.
the scene (allthe frames, shps, etc.) is rendered in unity game engine. it was prety good for seeing particle effects (explosions, smoke, snowstorm , even sound..) and the whole thing in real time, recording the flypath. with that rendering the frames is like 2-minutes. that is something i would not dare to do on amiga (not even on a realy fast emulator).
Hi,
Can you try it with an "older" ROM (possibly 1.3 - 3.1)? As i know You can do this with a software (don't have to disassemble anything).
Sorry! I know that it is not te best solution, but we can't test it on all the possible HW.
The SDK we use are comes from the A500 era. Amigas (HW, kick, accel..) comes after that should be backward compatible but (sometimes) that's not the case. :S