Pixelboy Posted October 3, 2006 Share Posted October 3, 2006 Following my comment in the Kangaroo thread, I suddently felt the urge to finish my ColecoVision mockups of Crystal Castles. I added the corresponding arcade screens for comparison. This is not a plea for any homebrew programmer to port the arcade game, I just wanted to show my work to you guys. Those screens are perfectly doable on a real ColecoVision, given the use of a special rendering function that draws each level (in bitmap mode) just like the arcade version does. This means that the layout of each level could be stored in ROM as a simple table of elevations. Oh, and in case you're wondering why the playfield is so elevated in the CV mockups, it's because I had to take into account the graphic limitations of the machine (namely only two colors per scanline, per tile). If I were to make the graphics closer to the arcade version, I could find myself with three colours within a tile on the same scanline, something that must be avoided to prevent graphic glitches. Looking at those mockups, there are probably things I would adjust in terms of colors and layouts, if I were to actually code it. But they're just mockups, they convey the concepts I wanted to demonstrate. Quote Link to comment Share on other sites More sharing options...
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