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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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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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Skate
Registered: Jul 2003 Posts: 494 |
I wanted to write this message to be a part of Crossbow's new product if he accepts the challenge. I want to be famous!!! ;)
remember this?
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Oswald
Registered: Apr 2002 Posts: 5094 |
Quote: 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.
I dont see why the checkerboard would be cheap? You can animate it at best, raster tricks wont do hence you have to plot bobs in there. Then each object is made of 2 colors B/W in hires, so you need 2 HW sprites to make up for 1 Software, since d021 color wont come trough without ANDing the background manually. also good luck masking the software sprites in with the HW ones, best bet is to only use HW sprites as top prio objects, but then not many top priority bobs are there.
unless the cpc&speccy version is not optimized to the max, the c64 cant match that speed. if the z80 code is somewhat sloppy, then there's a chance. Prerolled sprite & mask data and unrolled bob plotters might do the trick then. Anyhow remember the reflex demo & arcanum with 3d bobs its slow as fuck with some 32 soft sprites where this game displays a checkerboard aswell, and bigger sprites. |
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MagerValp
Registered: Dec 2001 Posts: 1078 |
Quoting OswaldI dont see why the checkerboard would be cheap? You can animate it at best, raster tricks wont do hence you have to plot bobs in there.
Do the checkerboard as a sprite underlay, plot bobs on top in char mode.
Quote:Then each object is made of 2 colors B/W in hires
I'd use multicolor on the C64 instead.
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Flavioweb
Registered: Nov 2011 Posts: 463 |
Quote: Quoting OswaldI dont see why the checkerboard would be cheap? You can animate it at best, raster tricks wont do hence you have to plot bobs in there.
Do the checkerboard as a sprite underlay, plot bobs on top in char mode.
Quote:Then each object is made of 2 colors B/W in hires
I'd use multicolor on the C64 instead.
How you think to manage the parallax effect between bobs?
You can put they over chessboards sprites but then? There are free cycles to draw all in real time? |
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