smartkitten26 Posted August 17, 2009 Share Posted August 17, 2009 (edited) . Edited May 19, 2015 by smartkitten26 Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted August 17, 2009 Share Posted August 17, 2009 Sounds like you just stepped up to the plate . Quote Link to comment Share on other sites More sharing options...
smartkitten26 Posted August 17, 2009 Author Share Posted August 17, 2009 (edited) . Edited May 19, 2015 by smartkitten26 Quote Link to comment Share on other sites More sharing options...
TrekMD Posted August 17, 2009 Share Posted August 17, 2009 Sounds like a good idea. Nati, maybe you can start by changing sprites to get things rolling and other members in the community may be able to help. Quote Link to comment Share on other sites More sharing options...
smartkitten26 Posted August 17, 2009 Author Share Posted August 17, 2009 (edited) . Edited May 19, 2015 by smartkitten26 Quote Link to comment Share on other sites More sharing options...
smartkitten26 Posted August 17, 2009 Author Share Posted August 17, 2009 (edited) . Edited May 19, 2015 by smartkitten26 Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 20, 2009 Share Posted August 20, 2009 The program doesn't use much bitmapped gfx. The road pylons are drawn using missile sprites. The player's car is drawn using immobile PF2 gfx (fetched from $F759...each of the 4 bytes used 8 successive times). Roadside objects are 8 bytes in height...interlaced with the color for each bitmap value ($F770 to $F7AF)...stored to sprite 0. These are fetched via indirect-Y addressing...the base address is set from table LF766. Only the 4 lowest bits of $86 are used to set the object type, so it's possible to add objects that can appear (it currently only uses values 0 to 4...with upper bits dictating if an object is present (bit7) and if the object is currently being drawn (bit6). Rough disassembly: NghtDrvr.zip Quote Link to comment Share on other sites More sharing options...
gliptitude Posted February 19, 2016 Share Posted February 19, 2016 (edited) I think Night Driver is a great candidate for a graphics hack. It's kind of a shame that such an elegant game has such clumsy sprites. The 3D effect is truly awesome and I think it'd be a huge improvement to simply eliminate the backround graphics, (houses and trees). In my opinion the cars aren't so bad and even the blocky player's car would look okay with only minor alterations. The game has a nice attract mode and some of the color schemes that it cycles through would be cool to have as in-game options. .. But black and white and minimalism really seems like the best standard version of this game to me. Edited February 19, 2016 by gliptitude Quote Link to comment Share on other sites More sharing options...
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