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Breakpoint 06 c64 Graphics Seminar [2006] |
Released At :
Breakpoint 2006
Credits :
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Pokefinder.org
User Comment Submitted by Stranger on 3 November 2009
Need a fix like a whole C64 history cause of Crossbow of Crest :)
Page:11
8 sprites, can be multiplexed (horizontally no more than 8) | User Comment Submitted by Stan on 26 December 2006 User Comment Submitted by stunt on 3 August 2006
So I was interested to learn something about 'new' graphical modes (the ones that i know date from 1986 :P) and found this. Great! If there's something I dont like it's reinventing wheels. So attempts to convey existing stuff to the new generation is obviously something I appreciate a lot. It was an interesting read, although it just scratched the surface and left me behind with a lot of more detailed questions, so I'd appreciate some more in dept info and example code. Plus there were a lot of beautiful example pics which is obviously a good thing but the names of the artists were not there (pity) because some pics made me wonder like: whoah who is this guy(/gurl:P)?! ok l8r / Stunt | User Comment Submitted by DeeKay on 5 May 2006
Wile: Well, it should be obvious i'm saying this in relation to SHIF, which is just very small! ;-)
It all comes down to the vague definition of "whole screen", which can be anything from 288x200 (UFLI, UIFLI), 296x200 (FLI, AFLI, IFLI) to 320x200 (Mcol, Hires) up to the REAL whole screen, including all the borders (416x263). And let's not forget the 26-char modes, which are 208 in height IIRC! ;-)
So please, no nitpicking! ;-) | User Comment Submitted by Sander on 5 May 2006
nice job! i hope it'll be useful for someone... someday. maybe :) | User Comment Submitted by Mirage on 4 May 2006
nice one! there is even some stuff in there i didn't know yet :) |
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