Pixel by pixel movement, rather than by character was quite a big deal... I was in awe until i worked out the animation was the preshift . Look at manic miner for a great example. Flight sim with dots for a runway and a blue lake of 3 filled polys
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Nailed it; it was sniffing under the hood at Manic Miner that made me grock preshifts on sprites. IIRC it was Keith Burkhill's Ghosts 'N Goblins that made the leap to pre-shifted block pairs for the scroll. Of course, Joff took it to the limit generating the block PUSH sequences
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I can’t remember the exact game, but one did each line preshifted differently so the real shift cost was always the same... was it chuckle egg or something like that?
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Could well have been Chuckie; Nigel Alderton was a smart cookie (and also the bugger that stiffed Pete Clarke and a 17 year old me out of £250 whilst he was at Elite!).
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Hahaha I can't remember the exact game, but when I saw a sprite with a separate mask (so it had a black outline and solid black inside the sprite) that was an amazing feat to me, knowing only C64 hardware sprites ;)
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Ahh, spectrum sprites having sprite and mask interleaved and stored in zig-zag rows so you could retrieve sprite and mask together with one pop and zig-zagged so you could bump to the next line and scan out the next line in reverse..
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It was a great technique, thank the gods for a relocatable stack! I remember fighting with something similar and the strange layout of the speccy screen, it was all fun and games until I needed to adjust the Modulo for partially clipped sprites at the screen edges, good times
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The smoke and mirrors is what makes it so special, back then and now!
ধন্যবাদ। আপনার সময়রেখাকে আরো ভালো করে তুলতে টুইটার এটিকে ব্যবহার করবে। পূর্বাবস্থায়পূর্বাবস্থায়
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লোড হতে বেশ কিছুক্ষণ সময় নিচ্ছে।
টুইটার তার ক্ষমতার বাইরে চলে গেছে বা কোনো সাময়িক সমস্যার সম্মুখীন হয়েছে আবার চেষ্টা করুন বা আরও তথ্যের জন্য টুইটারের স্থিতি দেখুন।
