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Forums > CSDb Discussions > coder for new game needed!
2004-12-27 09:25
Alias Medron

Registered: Dec 2001
Posts: 39
coder for new game needed!

Hi all..
I was thinking to start working again on an old game project of mine but i need to find a coder first.

the game will be a jump n shoot contra - turrican like but with better gfx and some fresh ideas..

check out this little preview and tell me what you think
Earth 3 Preview
 
... 10 posts hidden. Click here to view all posts....
 
2004-12-29 15:44
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Sorry, forgot about this thread; what Hollowman said, VSP is just a shunt sideways by up to 40 characters (anything goes off the right comes back on one char line down on the left) so after that screen distance a buffer flip is needed. Mayhem In Monsterland and Creatures both use it for scrolling char screens but it will work for bitmap too as long as two bitmap buffers are dedicated to it and either $d800 stays as a set colour or a good colour scroll routine is used.
2004-12-29 15:52
Alias Medron

Registered: Dec 2001
Posts: 39
here are some sprites (newer ones that those in the preview) for the game.. http://www.geocities.com/aliasmedron/game/earth3.htm
2004-12-29 16:26
Cybernator

Registered: Jun 2002
Posts: 154
@TMR: VSP is clear. I thought VSP and AGSP were the same thing, until you said "VSP instead of AGSP". :)

With bitmaps, wouldn't it take too much memory? I guess you can't load bitmaps continuously because you'd need quite some rastertime for the game-flow routines. Actually, one possibility is to use blocks, but you'd have to _copy_ them onto the bitmap (8 times slower than using chars). 256 4x4 blocks would take half the available RAM! As for free-directional scrolling, that would be too much for a bitmap mode, wouldn't it?
I think this is pretty limiting, and could have impact on the playability.
2004-12-29 17:44
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Yup, you only store the active screens as bitmaps, everything else is compressed into a font and a couple of colour tables and expanded out from the tile map. Since you only have to write one column in per every X frames (depending on speed) that's 192 bytes of bitmap and 48 bytes of colour - easy enough in a frame.
2004-12-30 17:35
cadaver

Registered: Feb 2002
Posts: 1154
As long as you're careful with modifying all relevant parts :) it's probably quite easy to modify some of the MW/BOFH/etc. editors to give 3 unique colors per char. That is if you don't want more than 256 chars...
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