Re: Games written to be speedy and fluid, like demoscene demos appear to be?
Brix <[email protected]> Sun, 19 Jul 2020 17:55:04 +0200
| Newsgroups | alt.c64 |
|---|---|
| Organization | Aioe.org NNTP Server |
| Message-ID | <[email protected]> |
In article <[email protected]>, [email protected] says... > > Are there any C64 games that really take advantage of the C64 hardware > as well as demos do? Mayhem in Monsterland famously uses a demo effect (VSP) for scolling. Almost all modern shoot 'em ups from the early 90s onwards, like Armalyte and Enforcer, use sprite multiplexers to display more than 8 sprites. Opening the lower border, also a trick that started in the demoscene, is used on a lot of games, Sam's Journey, a really loevely platformer, does it for example. The game "Le Parc" is a puzzler that famously runs in FLI-Mode, giving a crazy color density, but it looks like candy, literally, being just too colourful and flashy to really appreciate. https://csdb.dk/release/index.php?id=8078 The Game "Parallaxian", that is currently in development, IIRC, tries to leverage all tricks that make sense: Sprite multiplexing is just one, most famously it tries some rasterbar trickery to make it look like it has more than the usual 16 colours of the C64, uses bankswitching for scrolling, I think there might even be an FLD effect in place. https://kodiak64.com/blog/c64-game-concept-colony https://kodiak64.com/blog/luma-driven-graphics-on-c64 https://www.youtube.com/watch?v=ighZOyDXlag The deveolper Jon Woods is pretty open about what and how he does things. Kind regards, Wanja