Thanks a lot , i must admit i'm very proud of this trick .That was one of the things i absolutely wanted in the game.That was not trivial to obtain, especially to get a correct game speed (btw NTSC version is the best of both in terms of speed and sound)
Not only that. They made the bgtiles having priority over the sprites is quite impressive. TMS9918A doesn't have the foreground pixel tile pixels have priority over the sprites feature. I'm 85.394% sure of that unless there's a secret graphic mode that allows that.
Thx Youki, as i can see RR seems to have impressed you a lot, i'm happy about this
Indeed the TMS does not have this feature and no secret mode . All is done by code. I know how they did , but as i'm not sure the author would like i reveal the "secret" , i prefer don't say. But nothing magic. Just a very efficient coding. As i said , the work done in that game is incredible. You can not even imagine that a colecovision was able to do that. or let say that somebody that crazy enough to put so much effort to release a game like that in a "officially" dead console... We are FAR FAR FAR away from the MSX ports for the SGM or SG1000 port .
And the thing even more incredible , is that it is the first attempt to do something on the colecovision by the guys who did that. Until recently they even did not have a real colecovision to test!
In fact, we both owned a Colecovision a bit after the start of the devellopement but mine fried and totO's one had alimentation problems.
Remember seeing that when working on RR, the same trick is used too in 'Sydney Hunter & The Caverns of Death' (nicely done game btw) , are you author of this one too ?
In Sydney Hunter I emulated this behavior from Intellivision (where player sank into the sand) reloading dinamically the sprite with 0x00 bytes for the hidden portion of Sydney Hunter.
As you can see in RR, things are a bit more complex as any arbitrary tile can mask any sprite, the whole rendering engine has been built around that.
That remember me a funny fact : The game fits in a 32KB ROM but the game source (containing code,tools,gfx,scripts,sounds,musics and so on) is exactly 32MB , ratio 1024 =)
Edited by usar666, Fri Dec 15, 2017 1:11 PM.