Log inRegister an accountBrowse CSDbHelp & documentationFacts & StatisticsThe forumsAvailable RSS-feeds on CSDbSupport CSDb Commodore 64 Scene Database
You are not logged in - nap
CSDb User Forums


Forums > Requests > Impossaball for C64
2012-10-15 09:43
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)
 
... 14 posts hidden. Click here to view all posts....
 
2012-10-21 09:00
chatGPZ

Registered: Dec 2001
Posts: 11386
looks very doable to me. i'd probably do the chessboard in charset though, and then the objects using sprites - seems easier to me.
2012-10-21 09:55
Oswald

Registered: Apr 2002
Posts: 5094
and how do you mask in bobs 'between' sprites and chessboard? the c64 hw just cant help enough.
2012-10-21 10:08
chatGPZ

Registered: Dec 2001
Posts: 11386
that would be pretty much the only thing you need to do in realtime then.... a bit of masking. again, very doable.
2012-10-22 08:46
Oswald

Registered: Apr 2002
Posts: 5094
a bit of masking, so need to draw software bobs? or to calculate the mask needed to plot bobs under sprites? no need to erase bobs from the charset chessboard right? just change d018? pfffft :)
2012-10-22 09:58
chatGPZ

Registered: Dec 2001
Posts: 11386
you should think outside your 4x4 math box a bit =P there are infact some games doing it (most prominent example is zakmckrakken i guess).
2012-10-22 11:37
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: you should think outside your 4x4 math box a bit =P there are infact some games doing it (most prominent example is zakmckrakken i guess).

Pinball Dreams, Spindizzy, all those isometric speccy conversions etc.

It's is almost sufficient to mask in the x-direction only to have a descent looking game in this case. And doing that unrolled or even have each image pre masked is quite viable.
2012-10-22 12:04
Oswald

Registered: Apr 2002
Posts: 5094
all the iso speccy conversions are fucking slow, which clearly show the 6510 is underpowered here. as I said there's only chance if the original game was sloppily coded, then some super duper 6510 optimizing can gain someth back there.
2012-10-22 12:26
chatGPZ

Registered: Dec 2001
Posts: 11386
the reason for why the speccy conversions are slow is often that they are 1:1 translations of the z80 code.
2012-10-22 16:37
Oswald

Registered: Apr 2002
Posts: 5094
Quote: the reason for why the speccy conversions are slow is often that they are 1:1 translations of the z80 code.

true, but I've seen enough 4x4 speccy effects from my 4x4 math box to know the z80 at that clock rate can do much more.
2012-10-22 16:56
chatGPZ

Registered: Dec 2001
Posts: 11386
if you dont have any hardware support for anything, correct.
Previous - 1 | 2 | 3 - Next
RefreshSubscribe to this thread:

You need to be logged in to post in the forum.

Search the forum:
Search   for   in  
All times are CET.
Search CSDb
Advanced
Users Online
K-reator/CMS/F4CG
kenji/dream
Steffan/BOOM!
New Design/Excess
Jazzcat/Onslaught
rambo/Therapy/ Resou..
Darklord/Onslaught
Guests online: 94
Top Demos
1 Next Level  (9.7)
2 13:37  (9.7)
3 Mojo  (9.7)
4 Coma Light 13  (9.6)
5 Edge of Disgrace  (9.6)
6 What Is The Matrix 2  (9.6)
7 The Demo Coder  (9.6)
8 Uncensored  (9.6)
9 Comaland 100%  (9.6)
10 Wonderland XIV  (9.6)
Top onefile Demos
1 Layers  (9.6)
2 No Listen  (9.6)
3 Cubic Dream  (9.6)
4 Party Elk 2  (9.6)
5 Copper Booze  (9.6)
6 Dawnfall V1.1  (9.5)
7 Rainbow Connection  (9.5)
8 Onscreen 5k  (9.5)
9 Morph  (9.5)
10 Libertongo  (9.5)
Top Groups
1 Performers  (9.3)
2 Booze Design  (9.3)
3 Oxyron  (9.3)
4 Triad  (9.3)
5 Censor Design  (9.3)
Top Coders
1 Axis  (9.8)
2 Graham  (9.8)
3 Lft  (9.8)
4 Crossbow  (9.8)
5 HCL  (9.8)

Home - Disclaimer
Copyright © No Name 2001-2024
Page generated in: 0.074 sec.