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JackAsser
Registered: Jun 2002 Posts: 2014 |
Impossaball for C64
Was Impossaball ever converted to C64?
CPC: http://www.youtube.com/watch?v=IPcHyG4S-q4
Speccy: http://www.youtube.com/watch?v=ey5VbkSBSjA
If not, then someone should do it.... (not me)
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Soren
Registered: Dec 2001 Posts: 547 |
WVL can do it soon.... right after finishing Pinball Dreams ofcourse ;-)
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Radiant
Registered: Sep 2004 Posts: 639 |
It can't be done since it features advanced 3D effects which are impossible to implement on the limited C64 hardware. CPC and Spectrum both have 4 MHz CPUs whereas the C64 only has 1 MHz. |
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chatGPZ
Registered: Dec 2001 Posts: 11386 |
they also have much better coders on speccy ! |
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Mixer
Registered: Apr 2008 Posts: 452 |
Quote: It can't be done since it features advanced 3D effects which are impossible to implement on the limited C64 hardware. CPC and Spectrum both have 4 MHz CPUs whereas the C64 only has 1 MHz.
Noooooooo!
Absolutely fakeable. |
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Frantic
Registered: Mar 2003 Posts: 1648 |
Quote: Noooooooo!
Absolutely fakeable.
?IRONY DETECTION FAILURE
READY.
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Oswald
Registered: Apr 2002 Posts: 5094 |
Quote: It can't be done since it features advanced 3D effects which are impossible to implement on the limited C64 hardware. CPC and Spectrum both have 4 MHz CPUs whereas the C64 only has 1 MHz.
a few parallax arranged SF sprites wont make it to 'advanced 3d effects' in my book. apart from that I'd agree it's probably not possible to make it in a playable speed, counted 18 softsprites on a screen... |
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Perplex
Registered: Feb 2009 Posts: 255 |
If the YouTube videos are anything to go by, it doesn't play at 50 fps on the Amstrad or Spectrum either.
50 fps for the player sprite and 25 fps for the rest should be more than doable, and would be pretty playable, I think.
And no, this is not me volunteering!
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Oswald
Registered: Apr 2002 Posts: 5094 |
cpc is at <~12 fps already, and c64 has less raw cpu power, good luck playing with that :) |
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MagerValp
Registered: Dec 2001 Posts: 1078 |
It's running at 12 fps since the CPC and Speccy are limited to rendering both the background and objects in bitmap mode. On the C64 the checkerboard is very cheap, ~1500 cycles gives you 7 x-expanded sprites multiplexed, with d021 for color. One sprite is free for the ball, and rendering ~15 objects is challenging but not impossible. |
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FATFrost Account closed
Registered: Sep 2003 Posts: 211 |
Just tell Crossbow he can't do it.... then wait a little while... |
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