xxl Posted January 6, 2023 Share Posted January 6, 2023 https://osdn.net/projects/oricsdk/scm/svn/tree/head/users/twilighte/ImpossibleMission/ IM source code 3 1 Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted January 6, 2023 Share Posted January 6, 2023 oric im source code he means Quote Link to comment Share on other sites More sharing options...
rensoup Posted January 6, 2023 Share Posted January 6, 2023 Supposedly the oric version isn't as good though... I haven't played it, just some comment I read. Even without the source I doubt the biggest hurdle is the limited charset, I don't see what prevents the use of multi charsets. 3 Quote Link to comment Share on other sites More sharing options...
miker Posted January 7, 2023 Share Posted January 7, 2023 I found something like this: https://github.com/acapitani/im Quote Link to comment Share on other sites More sharing options...
rensoup Posted January 8, 2023 Share Posted January 8, 2023 On 1/7/2023 at 11:26 AM, miker said: I found something like this: https://github.com/acapitani/im I randomly browsed through the code, it doesn't look like it's suited for 8bit. Vector math is all over the shop... So I'd agree that the P4 source may be the best bet. 4 Quote Link to comment Share on other sites More sharing options...
Steril707 Posted January 9, 2023 Share Posted January 9, 2023 On 1/7/2023 at 12:52 AM, rensoup said: Supposedly the oric version isn't as good though... I haven't played it, just some comment I read. Even without the source I doubt the biggest hurdle is the limited charset, I don't see what prevents the use of multi charsets. Having had a look at a video of the P4 version my impression is, that the amount of used chars in the rooms isn't very high anyway, plus a bit repetitive. You probably wouldn't even need to switch charsets mid screen. In the elevator segment you should probably do a char set switch for the panel on the bottom, but that's it. 2 Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted January 9, 2023 Share Posted January 9, 2023 (edited) 1 hour ago, Steril707 said: You probably wouldn't even need to switch charsets mid screen. Often easier in these cases to flip to another charset for just the top half of tall objects, e.g. for those rows I've marked on the left in dark green. [Edit] probably better to include the row above too as some objects stretch up to the ceiling, then makes a nice 3/3 split on the rows Edited January 9, 2023 by Wrathchild 4 Quote Link to comment Share on other sites More sharing options...
Gunstar Posted January 9, 2023 Share Posted January 9, 2023 When I saw the title of this thread it reminded me of the 7800 version which actually had a bug(s) that made the game truly impossible to finish. A hack of it was done and renamed "Possible Mission." 1 5 Quote Link to comment Share on other sites More sharing options...
rensoup Posted January 10, 2023 Share Posted January 10, 2023 I'm not a fan of mode4 usually, but it really comes down to how useful the 5th color would be in this case. And there's also potential for saving some space with it, which I'm guessing would be needed for software sprites. Online version for the curious https://impossible-mission.krissz.hu/ 2 Quote Link to comment Share on other sites More sharing options...
rdefabri Posted April 5 Share Posted April 5 I see there is now an Atari Lynx homebrew of IM. I realize that the Lynx has a separate blitter / graphics capability, but it's 6502 based...not that it's any easier than porting the Plus/4 version, but just an added reference point. 1 Quote Link to comment Share on other sites More sharing options...
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