emkay, on Sun Apr 22, 2012 1:22 AM, said:
José Pereira, on Sat Apr 21, 2012 3:10 PM, said:
Just because this always run out of topic and just that Emkay feel important... and just this Thread is what something like I would like to see on A8 then I waste 12hours in study and PAINT *yes, its just PAINT but I can discuss with anyone (if anyone is interested...)>
BLINKY SCARY SCHOOL How it could look in A8>
blinky_A8 Map.PNG
This is 12hours or more with same BLINKY-s and the the guy& Phantom as Hardware sprite only, using another PRIOR n' and this time this is PRIOR2...
For Emkay you still have the same... almost the same but in GR.13...
GR.13 Char Mode that can be because the chars normally/always used on the game screens are about 45/50chars then each screen calls on the fly the chars that are needed for that screen...
It's gr.7 Mode D. Guess Why "so much" is happening on the screen. Which means, Blinky is not walking through the screen with some broom in the back ... it's "freely" jumping around. The "Enemies" get fluently animated and you have background animations... all in the stock machine.
Quote
Each screen have 2 maximum soft sprites moving horizontal or vertical and only, yes, only in some cames a third one like the Frog moving in all the 4 directions...
That gets we into just 1Charset for the Playing Area...
To Emkay:
There's no reason for Blinky use GR.7...
Even if I give you reason at scrolling games like Zybex then Blinky doesn't need it...
As I said about BLINKY's:
-> Static screen 40bytes wide
-> 2Enemys moving horizontal or vertical
-> only on some screens you have a third one moving all directions (the frog)
Or
-> 3Enemys moving all directions (less sized: the fish)
-> No Music and just fxs
-> No scrolling
And then you have (and even if I would believe in you, although I don't...) you have ZYBEX that has:
-> Scrolling screen 40bytes wide
-> If I remember right there was 6enemys more (sometimes...) large and many 'nº' of shootings
-> Enemys sometimes move in all directions
Then you simply count cycles and see that BLINKY's could have:
-> Using same GR.7 have more 4,5or6 same sized enemys (because there's no scrolling and to equal Zybex)
OR
-> GR.13/ANTIC5 same resolution but Char-mode enabling the fifth colour
-> Bitmap or Char-Mode but same resolution as the C64
CONCLUSION:
-> Zeppelin had a 'majour formula' that started with Zybex, continue with Draconus and ended with Blinky's.... it was just too easy to convert all this games into A8 using the GR.7, even if they had to do all the gfxs in 2x2...
-> Only thing I am 'missing':
"Would Zybex really needed to be GR:7?"
"Was the 4colours a prevention of the 5th colour clash because the Enemys go over the gfxs (and also on Draconus and Blinky's)?"
Maybe this doesn't seem 'On topic' but it really is... at least more then some comments/quoting/answers here.
And this is just because "what I would like to see on A8" is also about these old games if they could be better (I think we all agree they could have been...), possible future remakes or possible future game developments on A8.