> Sadly, most PC-to-Amiga conversions (I've never used an ST, sadly) were slower > than the original. PC programmers were contracted to port to Amiga instead of > hiring Amiga people to do the conversions. Or, if Amiga people were > contracted, they had a hard time porting 8086 assembler over to 68000 > assembler, or did it 1-to-1 where they didn't try to optimize any code (use > additional registers, etc.) Or the people porting to Amiga simply didn't > understand Amiga graphics hardware.
This is so true... too many games were horrid on the Amiga for this very reason... probably a big contributor to the system's virtual non-existence in the US. Lucasarts was the big exception to this. their ports of MI2 and Indy 4 (despite the huge disk swapping issues for the harddriveless like me) were wonderful demonstrations of just how good a game could look in 32 colors. > King's Quest 4 was the first SCI system using 320x200 16-color graphics. They > built the SCI system at the same time they were writing/scripting KQ4, so they > had two developlment tracks for it: AGI and SCI. Both versions were > released, but the AGI version is fairly rare. Screenshots of both versions > are here: http://www.mobygames.com/game/shots/gameId,129/ I didn't know that the SCI version was rare... the Amiga and ST ports both used that graphic set... most likely due to the porting happening later. Karl Kuras ---------------------------------------------------------------------- This message was sent to you because you are currently subscribed to the swcollect mailing list. To unsubscribe, send mail to [EMAIL PROTECTED] with a subject of 'unsubscribe swcollect' Archives are available at: http://www.mail-archive.com/swcollect@oldskool.org/