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> Then 256 colours makes up for some of the things you'd use the copper for; the rest, the CPU power will sort out. A byte-per-pixel framebuffer memory layout makes easy what would be a thorough pain on the Amiga

That's simply not true.

Take e.g. Doom II from your list; In order to have double buffering (required for smooth screen update), it had to use http://en.wikipedia.org/wiki/Mode_X which is .. a planar mode even if it is 1-byte per pixel (in a slightly nicer way than the Amiga's planar mode; but switching planes cost an arm and a leg in I/O communication, so to actually work efficiently with it, it was as bad as the Amiga's planar mode).

> If you have raw CPU power, that fixes everything. You don't need a blitter, and you don't need sprites, and you don't need playfields, and you can do your sound mixing on the CPU.

I remember one (1) reasonable multi-level parallax scrolling game for the PC with reasonable performance, but not its name. (I remember it well, because I spent a few afternoons with a debugger trying to figure out how the f*ck they managed). CPU was NOT enough to not need all of these.

Almost all the games you mentioned have a 3D point of view (those that I'm familiar with, anyway) - for which the Amiga's '85 2D acceleration wasn't helpful, of course. But the 2D games of the PC, especially scrollers, were inferior.

Non of them, as far as I can tell, had 3d sound or multi channel stereo mixing in 1995 -- PC mod players back then were struggling to go below 30% CPU (I know, I wrote one of the fastest ones), and no game could afford them.

I released a sideways scroller for the PC in '94, that achieved constant 60fps (with not a lot of CPU to spare) on the 486DX of the time, and a respectable 30fps on the 386 that were still super common. To get that, I needed to use ModeX, used Adlib for music so I can use DMA sample playing for the effects (also, pure adlib was _still_ common enough to warrant support if you didn't have a soundblaster). It needed an awful lot of tricks to get reasonable performance; The graphics engine was all assembly, and some of the game logic too. And I needed continuously recalibrating the int8 timer to get interrupts at the vertical retrace so that everything worked properly without wasting CPU.

I never got to do an Amiga version, but it would have been 100 times simpler. And would have worked equally well on an 1985 Amiga 1000.



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