| |
Wanderer Account closed
Registered: Apr 2003 Posts: 478 |
Side border scrolling
Here's a question that I've had on my mind for almost 20 years now.
How do you think side border scrolling was invented?
Do you think someone had sprites on the screen while a scroller was moving and they noticed a gap?
Perhaps someone was watching a depack routine and noticed that the side borders opened up by one raster line. You know the crunchers that used to increment $d016 as it uncrunched.
Or did someone simply break out the programmers reference guide and figure it out?
This is speculation but I'd like to hear your comments.
Oh and here's another... in the early 80's when there were no cartridges I always wondered how games were cracked. You would reset the computer by grounding the first and third pins on the far left port but you'd also lose data in the process sometimes. How would they have done it??? Granted much of it was simple disk error protection but it would still require you to reboot and load a monitor to view.
p.s. I think the easiest crack of all time had to be Flight Simulator in which, if you viewed the sectors it read "23 READ ERROR". You changed the 23 to a "00" (for OK) and it was cracked.
Mike
|
|
... 49 posts hidden. Click here to view all posts.... |
| |
tlr
Registered: Sep 2003 Posts: 1790 |
@rost:
Pre-FLD (sideborder in the middle with $d011 badline delay.)
4th of November 1986, Warlock, the intro to Highlander. Zyron and I are currently investigating whether this is Warlock or Warlock. |
| |
Stainless Steel
Registered: Mar 2003 Posts: 966 |
Quoting zeusJust as an amendment to the FLI debate: X-Rated did the 160 (cheat) splits then in their party winner "Ratio 80".
What would that "cheat" be, fli ? |
| |
ChristopherJam
Registered: Aug 2004 Posts: 1409 |
Nah, a half pixel scroll :) |
| |
Codey
Registered: Oct 2005 Posts: 79 |
Quote: @TNT: i made a 80 rastersplit FLI routine also in march 1989 (Argon Grew Up, second side of Argonic 100%) , but it was to late :-(. And i didn't see Splitter or So-Phisticated before.
And thank you all for the input. Here is a new list.
---------------------------------------------------------------------------
Border top&bottom :
11.10.1985 Flash / FCG - Intro
- info from www.radwar.com. So it was not Sodan who discovered this first.
Sideborder :
xx.04.1986 TSI / 1001 - Border Letter I
- it was before Border letter II and this was 7.5.86
Sideborder with text :
xx.05.1986 Miki / Thunderbolt Cracking Crew - Impossible Demo
23.01.1988 White / The Judges - Think Twice V
(pre) FLD :
23.12.1986 Wizz / TST - Ace of Diamonds
Godd FLD :
14.08.1987 White / The Judges - Think Twice I
VSP :
30.10.1987 JCB / Meanteam - VSP&IK+
Full VSP :
xx.xx.1988 ASP / Blackmail - So-Phisticated 1
stretch with D011 : (i don't know the name of this effect)
01.10.1988 BitBuster / Rawhead - Partysqeezer
LineCrunch :
xx.11.1988 Exilon / MDT/Horizon - Bonanza
FLI :
xx.01.1989 Solomon / BeyondForce - Charlatan
early 1989 ASP / Blackmail - So-Phisticated 2
FPP :
26.06.1989 Bones, Triangle 3532, Upfront - Random
Sprite stretching :
xx.03.1989 Horizon - Looking Good
- did it anyone earlier?
Sprite crunching :
xx.xx.199x Crossbow / Crest
- sorry, i don't know the name of the demo
---------------------------------------------------------------------------
The good majority of these effects were first seen in demos. Have any of these effects failed to make the transition to a commercial game release?
-Codey |
| |
Steppe
Registered: Jan 2002 Posts: 1510 |
AFAIK Mayhem in Monsterland uses VSP scrolling and there's at least the game Wizball which uses the upper/lower border as status display. |
| |
Graham Account closed
Registered: Dec 2002 Posts: 990 |
Games using AGSP (VSP + linecrunching):
Fred's Back 1-3
Another World
An open upper/lower border is VERY common in games, usually the developers put a score display there (some examples: Paperboy, Warhawk, all SEUCK games etc etc).
Sideborder was used a few times, but usually only for a sideborderscroller in the title screen (Leviathan, Ben).
Also FLI has been used a few times. I remember the title picture of Clystron using hires FLI and I have a vague memory of some polish puzzle games using FLI in-game aswell.
I remember FLD being used on some koala loading pictures, and the title of Predator also uses it to make a text display look more interesting.
I'm pretty sure there is sprite stretching in games aswell. I guess only sprite crunching was never used in games, since it's use is very limited even for demos. |
| |
Danzig
Registered: Jun 2002 Posts: 440 |
not to forget fli in motley tetris from cosmos designs... |
| |
Steppe
Registered: Jan 2002 Posts: 1510 |
Wasn't there even IFLI in Soul Crystal ingame? Well at least I remember it used interlaced graphics ingame. |
| |
Wisdom
Registered: Dec 2001 Posts: 90 |
Quadranoid / Happy Computer's intro had a sideborder logo moving.
|
| |
enthusi
Registered: May 2004 Posts: 677 |
Sould Crystal had only interlaced gfx in intro and ending.
Not during game itself.
IIRC it was MC-interlaced but I could be wrong |
Previous - 1 | 2 | 3 | 4 | 5 | 6 - Next |