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enthusi

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About enthusi

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    Dragonstomper

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  • Gender
    Male
  • Location
    Potsdam, Germany
  • Interests
    Astronomy, Assembler 6502 /07/10, C64, VCS 2600, Photography, Tapes, Coding/Reversing in general, C, Python

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  1. We started a fast paced Action Puzzler as I like to call it We lack time but try to make up for it with optimism and as usual enthusiasm 🙂
  2. It affects how much time the CPU has to get things done before starting a new frame again.
  3. Surely the Lynx is technically more advanced than the C64. Many Lynx games look bad because of the low frame rate today in emulators or modded LCD screens. But for the original displays there was no reason to go beyond 20 or even 15 FPS. A downside of the software sprites is that you can not easily get good framerates when you have unscaled full screen graphics. There is MUCH left that could be done for/on the Lynx. I find it awesome I think only the Gameboy Advance surpassed the Lynx (by far) almost 10 years later in terms of handhelds. A memory mapped cartridge access (that SUSY could adress) would have been a (literal) gamechanger. The SUSY Math isnt really helpful since they are not particularly fast. Certainly not the division. Colors + handling are great in my opinion. The Lynx is a unique step inbetween the C64 and the PC-Engine. Both among the very last 8bit systems.
  4. Yes. Some game engines even used it to create pseudo 3D graphics by drawing triangles via stretched sprites. Further things that are probably introduced by advertising rather than specs: - the lynx is 8 bit (8bit CPU) not 16bit, but here opinions differ - the Lynx has no Hardware sprites at all. Instead of calling it 'unlimited' as in some lists, it rather should say 'none' or 'software sprites via blitter'. - the Lynx has no actual hardware scrolling. You CAN scroll (only) vertically with a hardware register but that is not useful for games. If you want things scrolled, the Lynx has to draw them again (which is not the point of hardware scrolling such as i.e. the C64 has)
  5. Thanks. Yes, tiled is nice. I have too many specific things to consider and also connect object properties. I will rather attempt to write my own
  6. I actually started working on a dedicated level/map editor. It will all be real time. Isometric arcade RPG or so :-)
  7. Thank you guys! Karri's carts and Igor's programmer+software work great :-)) Now it is time to develop something worth flashing...
  8. Thanks to Karri and Igor I was able to run the engine from a dedicated cart :-) Big thank you, guys!
  9. yes, to me it would be Shadow of the Beast on top spot as well. PowerFactor game-over tune on 2nd. And of course ours
  10. What part of them? Just button setting or control lag etc in general? Which one would you prefer?
  11. Yes, rather straight layout but you only know that for sure 'afterwards'
  12. I actually did (in parts The first game that made me want to do that in ages. Is WT missing in your top30? My Top30 certainly would have included it (as usual a matter of taste for sure).
  13. I think the approach is not suitable If I were going for such a layout, I might end up doing draw-loops in code actually but only those that were marked 'dirty' by moving objects. Ignoring a few you can still easily ,x index a list of tiles and check for dirty (or also other) flags.
  14. For Lacim's Legacy I generate speedcode/sprite chains on the fly It might be faster to plot a single empty sprite rather than disabling it in the chain (since you modify pointers already you dont have to deal with the skip-sprite flag code). At least that was the the case for me You can also speed up the process alot if for example the top and/or bottom part of the chain isnt updated very often. Just enter the chain at a later point and modify it to return earlier.
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