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Forums > CSDb Discussions > Games in demo-quality?
2006-07-06 11:34
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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2018-02-02 19:07
Jammer

Registered: Nov 2002
Posts: 1335
Quoting Oswald
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.


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.
2018-02-02 19:51
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"?
2018-02-02 21:03
TheRyk

Registered: Mar 2009
Posts: 2219
though it has nothing to do with topic, mixer nailed it :)
2018-02-02 22:18
Oswald

Registered: Apr 2002
Posts: 5086
Quote: Quoting Oswald
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.


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.
2018-02-02 22:43
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 :)
2018-02-03 19:21
AlexC

Registered: Jan 2008
Posts: 298
Speaking about Nipson Rigor game, can someone upload copy of original preview please?
2018-02-04 23:00
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]
2018-02-05 09:31
Romppainen
Account closed

Registered: Apr 2008
Posts: 40
Excess crack is already in the database and have its own entry.
2018-02-05 21:42
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;)
2018-02-06 07:57
Jammer

Registered: Nov 2002
Posts: 1335
Must admit that Rigor Preview is very impressive and ambitious project. I guessed right it's going to be variation on Microcosm (hinted by info about cleverly used animation). Still, not very playable due to low resolution of controls and little clarity of onscreen action.
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