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Production Info Submitted by AmiDog on 23 December 2011
When I first saw Flimbo's Quest running on my C64, I was amazed. It was the first time I saw parallax scrolling on the C64. Many years later I read how the effect was made and thought it would be a fun project to try to implement something like that myself. However, that didn't happend and the years passed. Then the Hawkeye 2 preview was released, which reminded me of the parallax scrolling. Some time later, in the summer of 2011, I was bored and decided to finally have a go.
Anyhow, while thinking about it, it seemed it should be possible to do the effect in 2D as well, so that's what I tried, and after a few hours of work I had the firt proof-of-concept up and running.
As always when I start something, I have trouble keeping the focus and actually finish what I started, so I did end up adding more features, got a basic platform engine going, figured it would be nice to support REU and/or C128 as I was basically out of memory and cycles on the C64. And once that was working, I figured it would be nice to have to game autoboot on the C128 (bootsector) and have a loader for the C64 which would autostart, check the current configuration (it actually handles VIC-20/C16/C64 with different memory configurations), and load the appropriate version of the engine. As I had little/no previous knowledge of
REU/C128/autostart/etc, there was a lot to learn and experiment with.
Also, the fact that I can't draw or compose, knew nothing about SID-coding and suck at design in general doesn't help in getting something finished. The SID-code (and the current single sound effect) was just hacked in to have something making a sound. Anyhow...
FEATURES
2D parallax scrolling
Fullscreen (38x24 tiles) at 25FPS
Two 1x1 tilemap playfields with individual positions
Third playfield using animated hires tiles
Semitransparent foreground tiles (cache system allows many tiles but limited amount visible at any time)
Regsplit (synched to background playfield) enabling mid-screen background changes for example
C64, C64 REU, C128 and C128 REU builds taking advantage of system specific features
C64 builds enable 2MHz in the border when run on a C128
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