System III V1.1 - Gamespecs
Needs: 68020+, AGA, 3.0+, 1-1.5Mb
Colours: 350+ colours on screen at the same time.
Display: 320x200
UserPrefs:
- 50/60Hz Display
- GameSpeed - Normal 12 fps - User adjustable between 10-25 fps.
- TextSpeed
- Window BackBrightness
- PointerImage (One for left-handed)
- Sound On/FX/Music/Off
- SaveDevice (DF0:,ISoT_SG:,ProgDir:)
- MenyMode
- RoomData Buffers
Features
384 colours on screen at the same time.
OS friendly.
Multithreaded
Highly configurable.
Fully multitasking (normal screenswitching possible with lamiga+m).
Due to some restrictions in the OS, the gamescreen can't be promoted.
Won't work with graphiccards, sorry! :(
Uses approx. 35% of the processor at normal speed.
Bloody huge ingame real-time programminglanguage.
Extra small interpreter for dialogueprograms.
Real-time imagescale & imageflip routines (with cache).
Real-time shadowing effect on main character. (Like Sam&Max, only better :)
Advanced soundFX engine with mixing and samplepriority to run the music and 'mumble' systems.
Some own gfx routines, like 'Drawhorizontalline' (x32 faster).
>20 own blitterroutines optimised for 16even images, icons, BOBs, etc..
Own Vbl interrupt to handle colourfade, flash and smooth screenscroll.
Loads next room while fading the current.
Can be run without sound/music, so you can use your own moduleplayer.
Advanced ingame errorroutines and emergency saving of game.
All data packed with my own packer (extremely fast at unpack).
Convert 'planar' gfx to 'chunky' before packing (gains 25%)
Real-time unpacking of inventoryicons.
Four special packers for samples (lossy, but packs to 25%-75%).
Special unpackroutine to unpack chunkygfx to planar.
Different panel backgrounds (one per timeperiod).
Real-time window movement (follows the character, can be turned off).
Separate palette for mainscreen, inventoryscreen and character.
Multizoneobject (one screenobject can have more than one mousezone).
Multicharacter control (It's possible to switch control to another character if needed).
Uses own copperlist with 4xfetchspeed (free chipcycles for blitter).
Checks stacksize, processor, FPU, kickstart and AGA on startup.
Loading from disk approx. 3 secs per room.
Dynamic room data buffering system, for people with a lot of ram.
Turn on AGA chipset if not already on.
Lowmemory handler (clears roombuffers, zoomcaches and stop music if low on memory).
Advanced SaveGame-routine with diff-reducing algorithms to keep savefilesize to a minimum.
Very memory efficient.
Totally bug-free!!! :)
Beats the hell out of MonkeyIsland and Simon...
I love this game !!!!!