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Allas

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Everything posted by Allas

  1. I never liked Ikari Warriors C64 version, has bad colors and playability. Instead I prefer the ROAR game with best set of colors and mixing hi-res with med-res graphics. Same type of game.
  2. Me too. I prefer a USB port for my Atari, to conect any PC keyboard.
  3. WOW!! This really shows off the POWER that is the C64. C64 :!: shows it's seperiority :!: AGAIN!!! Superiority? Did you forget games is only a percent of the machine capatibilities? How about the Utils, Aplications, Tools, Educatives, demos? ... On these topics map color and sprites are not relevant, instead the 128K and a fast processor is very welcomed. C64 is a great computer, designed specifically for games. Have nice features for his time, but have some cons. Ohhhh... those cons, that's the main reason why Atari vs C64 topics exist.
  4. Good work!! I need one of those routines
  5. It's fair. Better still if pictures can posted with PNG emulator screenshot and a JPG real picture what we can see on real TV. Emulator screenshot doesn't look like on real TV
  6. Why don't exist C64 games with this quality pictures on intros? All the lastest productions, are so simple.
  7. Awesome work! Really this is the best 8bit isometric game and runs very smooth. I like a lot the shadow effect.
  8. These were nice though: (from Atarimania) Project M's transparencies look promising too. Other stufff is also possible ... What demo is it? I've never seen before... I think
  9. mmm... It's more easy and fun to do from zero.
  10. In other words, you want a comparison prior to the C64 coders finding their feet to skew things in the A8's favour... That's just the problem about comparing software between both computers. C64 came on 1982-1983 and needs some years to get real use of his potential. In the other side, Atari has reach on 85-86 a great level of quality on his software, but soon will lose support from giant house developers, so consequently the quality and quantity software will decrease. I think 1985 and 1986 is a good couple of years to compare, because Atari has a great level and C64 games use all in-box features of his hardware. After 1987 C64 only find low and few portings on Atari side. Off course, C64 reached more quality games above 1990 for the full-exploit of his hardware. Atari never reached this point, it was leave out of the game market so soon.
  11. I think Atari Panther version has a little better music, sound effects and good choice of saturation colors. Instead, C64 has better design of sprites. Playability on both are the same, strangely it feels more accurate on Atari version. Other way your Atari screenshots are not right. This game should be declared as a draw, as there is not a clear superiority on one version from another.
  12. I'm interested to see GTIA stuff, especially with PRIOR0 But the GR9/10 thing.. That's the one the flickers and looks like a comb at the edge right ? Not so keen on that, but then again I hated all the flickering 'interlace' rubbish on the 64 anyway.. 9/10 mode doesn't flicker afaik, not if "interleaving" and not "interlacing" just 10 I think is the one that weirdly draws a 1/2 colour clock off from the rest of the modes so you get offset pixels but then your vertical res goes to pot cuz of having one line of one mode and one line of another. It's also still insanely hard to do anything useful with as in writing a game. I just changed a bit of my code that does the 9/11 256 colour mode to do 9/10 but it's hard to see exactly what it's doing without graphics made for it. It does have that "comb" edge because of the pixels being offset but I suppose you could cover that up with a couple of missiles or just do overscan. *edit* lol, good job I remembered to change that code back just else I'd have been scratching my head for a while tomorrow Pete sf4.zip
  13. In this case, Commodore clearly takes the win! Stephen Anderson I'm sure any of those girls can't load a game on a real C64.
  14. I use .ALIGN mads macro on my program, and still get an error on compiling process.
  15. Well, until now all your comparison posts C64 vs Atari were right. I know you are not a programmer, but this post about NIGHT DRIVER, give you low credit on technical and user criteria. At the eyes of anyone (a8 or C64 users), the A8 version is by far the best. Maybe you forgot to play the real arcade on MAME emulator.
  16. In Wolfenstein you don't have to worry about actually bumping into the enemies, if they're "in your face" it's pretty certain that you're in trouble regardless of their position; driving games work better if the car is visible and even Elektraglide would've been improved if you could see where you were in reference to the things you're trying to avoid. Well, sound with logic, but really i don't need the car printed on NIGHT DRIVER and ELEKTRIGLIDE. There are several titles that don't use the car on screen too, as TEST DRIVE. IMHO that detail doesn't count, specially on a game as NIGHT DRIVER.
  17. This time you are wrong Have you ever played both versions? The Atari Night Drive works with pixel precision movement and have 60fps. The C64 version works with a char mode, and it feels very ugly. I played the original arcade on 1980, and just the version I played doesn't count with the car printed on screen. so I think not all NIGHT DRIVER arcade came with the printed plastic. Otherwise that's only a detail that doesn't unplayable the game. Yes I played both versions today. Playing on Atari is pain in the a... , you know, driving an invisible car is rather pointless LOL Just like wolfenstein, you run, and you don't see your character. Curious sense of quality you have. If that's so, imagine playing road race or pole position without the car on screen These games would really look and play much better LOL It's different, because on pole position you need the reference to avoid the colission with others cars and objects. On Road race the car not always is on the center of screen, so you need the car on the game. Other side, the C64 version hasn't manual changes. Terribly.
  18. This time you are wrong Have you ever played both versions? The Atari Night Drive works with pixel precision movement and have 60fps. The C64 version works with a char mode, and it feels very ugly. I played the original arcade on 1980, and just the version I played doesn't count with the car printed on screen. so I think not all NIGHT DRIVER arcade came with the printed plastic. Otherwise that's only a detail that doesn't unplayable the game. Yes I played both versions today. Playing on Atari is pain in the a... , you know, driving an invisible car is rather pointless LOL Just like wolfenstein, you run, and you don't see your character. Curious sense of quality you have.
  19. This time you are wrong Have you ever played both versions? The Atari Night Drive works with pixel precision movement and have 60fps. The C64 version works with a char mode, and it feels very ugly. I played the original arcade on 1980, and just the version I played doesn't count with the car printed on screen. so I think not all NIGHT DRIVER arcade came with the printed plastic. Otherwise that's only a detail that doesn't unplayable the game.
  20. i think most if not all of us already agreed that RoF was better on the A8, hardly any point in dragging it back up again really. We can, but you've messed that calculation up by not accounting for the fact that the C64 version is plotting twice as much data as the A8; you need to divide that 300% by two. C64 Eidolon youtube video Funny thing is The Eidolon runs at the same speed more or less on both machines...could it be the A8 version is not running at half the screen resolution of the C64 version this time? After Rescue on Fractalus and Ballblazer (created originally for Atari computers), came The Eidolon, was designed for the C64 market. The Atari version was programmed at the same time, but it based on the C64 version. For sure, include inside the code some loops to do more time on the final speed.
  21. HOLY CRAP! I really have been missing out only having Pac Man, Dig Dug & Galaxian for my 8-bit systems! Thanks for all of the references. ! You are welcome. I try to do with very careful selection. For long time I dedicated to reviewed every game on Atari collection. So I think it's a good idea to do a time line. Soon, i work on a web with complete timeline with 5 games per year and some comments. If someone feels the timeline post helped with his memories, well you can give me the credit doing click on the button "VOTE THIS POST UP" ---------------------------------------------------------------------------------->
  22. no it's ok, I know you didn't mean anything directed. It was just a general reply back from me about the convertions. There's been a lot of good artists on the c64 so it's kinda nice to bring some of the work over. I also like to patch the loading pics on to the A8 games for the sake of a reason to use them. Most of the uk releases were cassette so they didn't even get the usual lazy reduced colour pic at all. u might want to convert these then: i think these are available on the a8 and these 2 should load right in Steve Instead C64 can try to convert:
  23. That means 80K of linear space for programmers. But exactly, what are the things that ANTIC could read by himself without cpu help? When i try to use this feature I'm a little confused on what antic read.
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