| |
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.... |
| |
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. |
| |
Oswald
Registered: Apr 2002 Posts: 5094 |
and how do you mask in bobs 'between' sprites and chessboard? the c64 hw just cant help enough. |
| |
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. |
| |
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 :) |
| |
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). |
| |
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.
|
| |
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. |
| |
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. |
| |
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. |
| |
chatGPZ
Registered: Dec 2001 Posts: 11386 |
if you dont have any hardware support for anything, correct. |
Previous - 1 | 2 | 3 - Next |