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Bamu® Account closed
Registered: May 2005 Posts: 1332 |
Games in demo-quality?
Does anybody know games in demo quality?
Shouldn't it possible to create simple puzzle games that reach the demo-level?
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... 61 posts hidden. Click here to view all posts.... |
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Oswald
Registered: Apr 2002 Posts: 5086 |
Quote: Quoting ChristopherJamThough, I guess you could plot into four charsets instead and scroll by updating the character indices.
Would be cool but I assume every char has to be unique for destruction to work correctly ;)
every char can be unique, only you simulate bitmap with 4 charsets, every char displayed once and only once. when you scroll you only have to move ~1000 byte.
6rows*40 bytes = 240 = 1 charset, 6*4 charset = 24 rows. |
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Jammer
Registered: Nov 2002 Posts: 1335 |
Quoting Oswaldevery char can be unique, only you simulate bitmap with 4 charsets, every char displayed once and only once. when you scroll you only have to move ~1000 byte.
6rows*40 bytes = 240 = 1 charset, 6*4 charset = 24 rows.
Ok, but those are unique chars for one screen. What about portions of levels outside it? Those 4 charsets are to my understanding sort of current visible data buffer. Hence I'd still have to copy data during scroll from outside chars where unique changes occur. My brain melts here. |
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ChristopherJam
Registered: Aug 2004 Posts: 1408 |
Quoting Jammer Hence I'd still have to copy data during scroll from outside chars where unique changes occur.
Well, yes - but that's exactly the same as would occur in bitmap mode.
At this point I suspect it would be helpful to have seperate terms for charset-meaning-level-data from charset-meaning-c64-hardware-feature.
Perhaps we should just call the former "tiles"? |
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TheRyk
Registered: Mar 2009 Posts: 2219 |
though it has nothing to do with topic, mixer nailed it :) |
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Oswald
Registered: Apr 2002 Posts: 5086 |
Quote: Quoting Oswaldevery char can be unique, only you simulate bitmap with 4 charsets, every char displayed once and only once. when you scroll you only have to move ~1000 byte.
6rows*40 bytes = 240 = 1 charset, 6*4 charset = 24 rows.
Ok, but those are unique chars for one screen. What about portions of levels outside it? Those 4 charsets are to my understanding sort of current visible data buffer. Hence I'd still have to copy data during scroll from outside chars where unique changes occur. My brain melts here.
charset works exactly as bitmap in this case, only a virtual one. you *dont* reuse characters, they are simply used to only have to scroll 1000 bytes instead of 8000, and to display whats inside them. essentially you have a bitmap in char mode, in a different layout.
so when you scroll you have to update the new columns as with bitmaps. |
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chatGPZ
Registered: Dec 2001 Posts: 11357 |
that would become really messy for a real game though. and slow too.
for demo things this is a nice solution though sometimes :) |
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AlexC
Registered: Jan 2008 Posts: 298 |
Speaking about Nipson Rigor game, can someone upload copy of original preview please? |
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Copyfault
Registered: Dec 2001 Posts: 475 |
[shortly going off-topic in favor of a reply to AlexC]
Just updated the entry for Rigor Preview. Unfortunatly I do not own any original of that game preview but at least I've found an old excess release disk containing a "cracked" version. Hope it's ok to have that version added to the entry as dl.
[ending off-topic answer mode] |
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Romppainen Account closed
Registered: Apr 2008 Posts: 40 |
Excess crack is already in the database and have its own entry. |
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Copyfault
Registered: Dec 2001 Posts: 475 |
Oh well, oh well. Sorry, somehow I was caught in a "nobody-has-it-and-it's-still-missing-on-csdb"-tunnel.
Will check what's already there more thoroughly next time;) |
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