emkay Posted April 14, 2005 Share Posted April 14, 2005 (edited) Fandal has added a demonstration of "Trantor", with the protagonist in hires. Seeing this demo, I asked myself "why again?". Having this mixed up screen, can show nicely how games may have looked in the past. This screen would only miss some multiplexed PMg to have an impressive game engine ... Edited April 14, 2005 by emkay Quote Link to comment Share on other sites More sharing options...
Schmutzpuppe Posted April 14, 2005 Share Posted April 14, 2005 To be honest, I can't see anything that could be used as a game engine. But the character animation looks cool anyway. Quote Link to comment Share on other sites More sharing options...
emkay Posted April 15, 2005 Author Share Posted April 15, 2005 To be honest, I can't see anything that could be used as a game engine.But the character animation looks cool anyway. 837137[/snapback] It's all in the expenditure around the protagonist. Changing the fixed movement with some joystick depending and putting some PMg in (as seen in heaven's PM multiplex routines) would result in a "wow" game... The coders of the demo has done the most work already. It wouldn't be a "full possibilities" game, but, back in time it would have shown, what would be needed in that time. To make the meaning more clear, here a question: How much colorfull games with a hires protagonist are available on the A8? Quote Link to comment Share on other sites More sharing options...
Cybernoid Posted April 15, 2005 Share Posted April 15, 2005 It's all in the expenditure around the protagonist. Changing the fixed movement with some joystick depending and putting some PMg in (as seen in heaven's PM multiplex routines) would result in a "wow" game... The coders of the demo has done the most work already. It wouldn't be a "full possibilities" game, but, back in time it would have shown, what would be needed in that time. To make the meaning more clear, here a question: How much colorfull games with a hires protagonist are available on the A8? 837553[/snapback] Ah, I see what you are trying to say. Create a software sprite engine (some of this is done by the demo) to create hires sprites. If you do it correctly you could use the GTIA atrifacts to create more colors. Use PM underlays to create even more colors... or even my favorite mode, Priority 0, where PMs are ORed in with the playfields. If you want a really colorful hires software sprite, use characters for 2 levels of greyscale that are ORed with the PM in priority 0, set the PM overlap creates third color bit, and you can have a really cool hires software sprite with 9 colors (one set of PMs will be ORed with the character map, and the other set will be underlayed) - these colors do not include hires artifacting, so there will be even more effective colors. =C= Quote Link to comment Share on other sites More sharing options...
emkay Posted April 16, 2005 Author Share Posted April 16, 2005 Ah, I see what you are trying to say. Create a software sprite engine (some of this is done by the demo) to create hires sprites. If you do it correctly you could use the GTIA atrifacts to create more colors. Use PM underlays to create even more colors... or even my favorite mode, Priority 0, where PMs are ORed in with the playfields. Well... not exactly, but your ideas would enhance the gamescreen as well. My apprehensions are about your idea of using the PMg and the GRPIOR settings. It might not work, because two of the players are completely hidden behind the Antic 2/f playfield. In hires it makes more sense to use simple overlay with the GRIOR setting to have a third color for the players.... the rest is done by the hires overlay itself.... Quote Link to comment Share on other sites More sharing options...
emkay Posted April 16, 2005 Author Share Posted April 16, 2005 ok... another example of what I am talking about Quote Link to comment Share on other sites More sharing options...
analmux Posted April 16, 2005 Share Posted April 16, 2005 Finally, Turrican for our Atari!! Now imagine a night background and 8 different colors for hires graphics. Graphics with bits 1 (se. register 709) should mask all pmg. Then choose se. 710 for the color that occurs the most. (f.e. light blue or something) Then choose GPRIOR with mixing Player colors AND 5th player. This gives 3+3+1 colors --> total of 8 colors. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.