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Everything posted by José Pereira
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Sorry, I'm here again. I found LIVIGSTONE 2 (OPERA SOFT - 1989) and the CPC graphics are great. On the Site above you can get the ZX map. CARLOS SAINZ RALLY(Cars) AND TOUR 91(Bikes) (Why not, no C64 version) Bye now, José Pereira.
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You can get all Spanish games and complete maps at "computeremuzone.com". José Pereira.
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Hello again. Try not to... this time. You can get many possible Z80 games from Spanish Software Houses, like: OPERA SOFT, ZIGURAT, PROEIN, TOPO SOFT, POSITIVE, DROIEN. Many, if not almost had only Z80 versions released. CPC, ZX and MSX were the major ones on Spain. The distributors converted also almost all British games to MSX format only to Spain Market (O.K., all straight away/100% monochrome Zx ports). DINAMIC was the only major, and the one with all formats released. Another possibility it's French companies, they were based on THOMSON and CPCs: TITUS and our well wellknown INFOGRAMES. Many of their games weren't publish for C64. I remember to saw some games using 640Resol. CPC mode, and most of them the 320 4colours resolution, but probably we can find some with 160 16colour resolution. And by the way, as I remember from one of that English common Hit-Packs, CRAZY CARS were replaced by IRON HORSE (JACKAL?) on C64. José Pereira.
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Sorry, sorry, sorry. My English, oh God. They say "source", not "source code". It's only download games. Sorry again. josé Pereira.
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Hello all. If you want you could get sources from many, many of the Gremlin Graphics games for diferent machines (it's an authorized/official Site). This came to me, because of this Game challenge and I was trying to find a game that was done by two portuguese sisters (Marco and Rui Tito) - ALIEN RESOLUTION (Gremlin Graphics), I am trying to find if there's an CPC version, not only the ZX one (I think I saw something about this in C&VGames). And the strangest thing is that I get a message from one of them some days ago on my personal Mail. He's now with one of that enterprises that are always sending things to our Mail (no, not that kind of things!...). I send him an answer about A8 and RetroComputers nowadays, but with no answer untill now. They know something about A8, because they put some listings in portuguse newspapers on the past. O.K. but here is the adresse if someone interested in: www.gremlinworld.emuunlim.com By the way, just another thing: Anyone knows about any Site with Web pages of old Computer Games Spanish Magazines: MicroHobby (ZX like Crash/Sinclair User) Micro Mania (like Computer & Video Games but with many maps with real screenshots for various formats). Bye now. José Pereira.
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This proves that we A8 can do this pictures better. 256 it is more than 16 to choose from. But this I think we all know, just see all the G2F examples (even if they are C64 ripped). But my real reason to be hre now it's a simple question: Why put Pink as the skin colour? On C64 only 16 colours I understand, but on A8? Lightest Browns weren't better? It's my opinion... What you all think? Bye, José Pereira.
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Sorry, on my "SECOND", I wanted to say that PF3 (5th PL.) was now higher and less priority than P2/P3. José Pereira.
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Hello again. I think you all know this, but this came to my mind on the "ALL PRIORITIES & CONFLITS" As you know you don't have a 5th Player colour adress, it takes PF3 colour. And you also know it doesn't have a single horizontal place adresse. You have to do like this: M0=place M1=M0place+2 M2=M0place+2+2 M30M0place+2+2+2 (2 it's size of Missiles in Normal size) And this if you want that you're 4Missiles stand together. But you can put each Missile where you want. As an example: Think you have 4guys. Your 4 Missiles can be their 4Eyes. And, if you put your Missiles on Double on Quadrupe lenght, like a "PAPER" (In all my friends ZX SPECTRUMs on the past), you can now use PFs/PL. to design Screen/Sprites. And in the other Thread, I have now one more conflict available: IN PRIOR0: PM0/1 ORED PF0/1 -> PM2/3 ORED PF2/3. BUT IF YOU ENABLE BIT 4 (5TH PLAYER ENABLE) ON 623 YOU GET: P0/1->5TH PL.->PF0/1->P2/3 ORED PF2/3. I am now on the Streets and using a MAC (I'm a totally ZERO with MAC), and I cannot try, but if I'm right: FIRST- 5th Pl. between PM0/1 and PF0/1 and they will not overlap... IS THIS? SECOND - PF3 Was the last on Priority. Now it turns to above all PFs in 5th Pl. (4 Missiles). the conflict is between 5th and PF2/3. PF3 have now higher and less priority with this two. RIGHT? AND WHAT COLOUR YOU GET HERE? IF YOU'RE 5TH PLAYER IS PF3 WILL YOUR 4MISSILES ORED WITH P2/P3 COLOURS? THIRD - All 4Missiles=5th Player... O.K. It have now Priority above all PFs. BUT WITH PLAYERS, IT INTERACT AS A SINGLE ONE (4 MISSILES JOINED) AND AS PF3 OR AS EACH MISSILE NUMBER AGAINST PLAYERS (I THINK IT'S ALL JOINED, BECAUSE NOW IT'S JUST PF3 FOR THE PLAYERS, ISN'T IT?) Sorry again for some bad English. I think you understand what I was trying to say... Greetings. José Pereira.
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Hello all. In figure: PF0 - 0 PF1 - 1 PF2 - 2 PF3 - 3 BACKGR. - B I design this Soft Sprite as an example ---- 11-- 101- 1211 1211 101- 11-- ---- THE NUMBERS ARE THE REAL SPRITE. Normally you put Backgr. in the places with "-". This way Backgr. always loose against PFs. and your PFs. wins against Backgr. PFs. (if you're man walks above it). But I want to use a PM above the soft sprite, and the only way it will work is using PRIOR4, and here my PM only shows if is on Backgr. Now I redone the soft sprite, and put Backgr. instead od PF2 ("2"), because is here where I want to use the PM. Now my Soft Sprite looks this: ---- 11-- 101- 1B11 1B11 101- 11-- ---- NOW. WHAT WILL I PUR ON THE SOFT SPRITE BORDER ("-")? I think that I can use PF2. Now, PF0,PF1,Backgr. wins against other PFs./Backgr. and PF2 always loose. I THINK THERE'S NO PROBLEM UNTILL HERE... IS THERE' Now, suppose my char is nº01. And I have to return to the Thread "PF2 and PF3". I want to move my soft sprite across the screen... Backgr. chars with PF2, NO PROBLEM. But if my Soft Sprite enters a CHAR using PF3? My idea is simply turn my soft sprite char from nº1 to inverse (nº129). All his Pfs. remains the same, does not affect Backgr. chars PF2/PF3 and is possible... because my PF2 or PF3 are the Borders of the Soft Sprite and always loose... If I understand your comments on the other Thread I Think there's no problem with this. OR, THERE IS? ANYONE HELPS? NOW A TOTTALLY DIFFERENT THING: Taking LAST NINJA as an example: 1Ninja Cell - Soft Sprite1 1Enemy Cell - Soft Sprite2 1Backgr. Cell - Char Ninja walks... Enemy Walks... Screen Chars No. How coders do the calculation between the 3. Ninja walks from right to left - Ninja soft sprite overlap Backgr. chars - O.K. Enemy walks from left to right - Enemy soft sprite overlap Backgr. chars - O.K. But when the two overlap eachother and a char of the Backgr.? Anwers, please? Many thanks? José Pereira.
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Hello all of you. More of this and my head may explode. I'm trying to understand logical here. I'm also trying to write a chart will all possible combinations from PRIOR0 to 8, with or without 5th Player enebled. Then, we can start try from 1st example to the last one, in all emulators and on real machines. A Table with all it will be very, very useful. Anyone knows any more. José Pereira.
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Sorry. Stupid I am... I'm still more in Decimals. Sorry,sorry,... José Pereira.
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Sorry, wrong click. I think I now can explain this picture of Bryan. First I think it is not GPRIOR 18(Mode2+16(5th Player enable)). But it is GPRIOR 24. Why, because if you see carefully, first the 2first PLmayers(Bottom ones) go under PFs. (They are P0/1) and the Bottom two only above the bottom PF, that is PF2, soo, this two last ones are P2/3. And using Priority8 gives you PF0/1->All PMs.->PF2/3. But as I explain above if your 4Missiles together as 5th Player Overlap any PF They will be allways be above any PFs. And this is what you see with the 5th Player (the vertical white line). But why the 5th Player disappears when Overlap PFs. and Pl. and also why P2/3 disappear when they are above PF2/3 in Prioruty 8. Easy, because you have a conflict here. PF3 it is the lowest one, soo all Players above it, but then 5th Player above PFs become above all Players. Now you have something like: ABOVE+BOTTOM=RESULT. And result it's like: + (+) - (=) 0. And here 0 it is PFs. If you have a conflict between Pl. and P5, what you have left the PFs. So, the computer gives you the PFs. on that overlap area. If you do this logical operation, you can easilly see that this conflict will not be possible in any other Priority Mode (I think, if I'm right). Hope this help any one? Greetings. José Pereira. Here I am again. For now we have four strange things: 1- GPRIOR0. 2- Priority conflits that gives you Black colour. 3- 5th Player dual Priotity. 4- My above explanation when PF,PL. and 5thPl. overlap. I think like me many of you doesn't know some of this strange/weird results, soo, I thpnk it's very important/usefull this kind of Posts. And, do you know if all of the Emulators support this four strange Priorities? I've been thinking if there is a possibility of having another possible conflict, but in a logical way, I don't any other... With so many surprises and strange/weird things... I'll never say NO, YOU CANNOT HAVE MORE!!!... Bye now, José Pereira.
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Here's a picture showing PF0,1, and 2 and all 4 players. Only PRIOR mode $18 yields unexpected behavior, giving Player 5 a dual-priority at the top and bottom. Sorry, wrong click. I think I now can explain this picture of Bryan. First I think it is not GPRIOR 18(Mode2+16(5th Player enable)). But it is GPRIOR 24. Why, because if you see carefully, first the 2first PLmayers(Bottom ones) go under PFs. (They are P0/1) and the Bottom two only above the bottom PF, that is PF2, soo, this two last ones are P2/3. And using Priority8 gives you PF0/1->All PMs.->PF2/3. But as I explain above if your 4Missiles together as 5th Player Overlap any PF They will be allways be above any PFs. And this is what you see with the 5th Player (the vertical white line). But why the 5th Player disappears when Overlap PFs. and Pl. and also why P2/3 disappear when they are above PF2/3 in Prioruty 8. Easy, because you have a conflict here. PF3 it is the lowest one, soo all Players above it, but then 5th Player above PFs become above all Players. Now you have something like: ABOVE+BOTTOM=RESULT. And result it's like: + (+) - (=) 0. And here 0 it is PFs. If you have a conflict between Pl. and P5, what you have left the PFs. So, the computer gives you the PFs. on that overlap area. If you do this logical operation, you can easilly see that this conflict will not be possible in any other Priority Mode (I think, if I'm right). Hope this help any one? Greetings. José Pereira.
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Hello. First, this of 5th Player on top of all PFs. it is not only on 1000, but in all Priority modes. If you put 5th Player above Backgr., when other Player Overlap it acts as PF3. But if it above a PF (not only PF0/1 but all PFs.) it will above Pfs. That's why in GPRIOR1 PMs/PF0,1,2,3(5th player) if 5th Player it's above Any PF. the new GPRIOR1 it's Players->5thPlayer->All PFs. And in GPRIOR2 PM0/1->All PF0,1,2,3(5th Player)->PM2/3 if 5th Player above any PF the new GPRIOR2 it's P0/1->All PFs->P2/3 In GPRIOR4: All PMs.->All PFs.->(5th Player) will be 5thPlayer->All PFs->P0/1/2/3 GPRIOR8: PF0/1->All PMs.->PF2/3->5th Player will be 5thPlayer->PF0/1->All Ps.->PF2/3 And finally in GPRIOR0:PM0/1 interacts with PF0/1->PF2/3 interacts with PM2/3 -> 5thPlayer will become like if 5thPl. overlaps any PF: P0/1->5thPl.->PF0/1->(PM2/3withPF2/3). This last one will be usefull if you for example don't want that your P0/1 when overlapping PF0/1 don't get the 3rd colour you simply put the 5th Player on the Midlle. (Another thing I discouver is that if one of your PF/PL. is BLACK colour than on the Multicoloured Sprites or in GPRIOR0 BLACK+Any other colour=Allways the other colour. In Ored colour Black colour always loose to the other one, and you'll never get a 3rd colour. I Have notice this sometime ago, as you can see in this text I take from the book "ATARI PROGRAMMING VOL.1" in www.atariarchives.org : "Any other caveats? Yes. The missiles still act independently as far as the collision registers are concerned. And the Atari documentation claims that the priority of the new "player" is the same as that of Playfield 3, but that's only partially true. In particular, when considering which playerhas priority, it is true that the fifth player behaves according to the chart. But, strangely enough, the fifth player alwayshas priority over anyplayfield color. This might imply some interesting consequences for a creative game designer." But this Came again when I talked about All Priority Modes and Enable MULTIPLE BITs SET. And then came Bryan with the strange effect on GPrior0.
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Here's a picture showing PF0,1, and 2 and all 4 players. Only PRIOR mode $18 yields unexpected behavior, giving Player 5 a dual-priority at the top and bottom. I'm back with this one. As Pete says it's common and very well knowing. Pete, I can't find this post you mention, even on the ALTIRRA Blog (maybe I'm blind). Thanks. Jose Pereira.
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Hello all. Sorry to ask again, but anyone knows anything about using 5th Player in G2F? Thanks. Jose Pereira.
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ah but u do have to simulate 64 sprites don't u? thats been the problem for 25 years. and the main reason there have been about 4 decent games in that time. Steve You don't have to simulate C64 sprites-- only if you are porting stuff over from C64. Of course, I would agree that more sprites on A8 would help a lot since they are inter-related to getting more colors in hires as well as 160*200. GTIA modes have enough colors. I suggested before (also someone else) about using the empty PMBase so it has 8 sprites rather than 5 and 8 missiles which use the same data as one of the players. I've post this on another Thread some time ago. (On Priority 8, it is wrong, P8/P9 must have to be up all PFs/Ps.): 1 * + * Report Icon Report * Back to top * Reply Icon MultiQuote * Reply Icon Reply User is online José Pereira Icon Posted Mon Aug 10, 2009 7:54 PM Post #64 * * Icon * Chopper Commander * Posts: 246 * Joined: 02-March 05 * Location: Lisbon - Portugal Hello. I've been reading this one. So, I started thinking what was better in an A8 new model if I was on that time. The most important thing it's 100% compability with the oldest models. I started yesterday my Web finding to remember/learn all adresses from A8. Then, I join my ideas in some not used adresses. And this new machine (VA8 - VIRTUAL ATARI 8BIT) could be like this: 1st - The same resolutions/PFs/DLIs./Overlaps/... Like older real ones. 2st - Improvement on PMs. The most important for me in a games machine. A.) - FOUR NEW PMs.: PM5/6/7/8 Find 5 unusued locations - 53261-PM4 / 53262-PM5 / 53263-PM6 / 52264-PM7 / 53276 - all this 4 missiles joined (I call it now P9) - Hardware COLOUR registers (read only). The same oldest ones: 52266->53269 - PM0->PM3 Hardware COLOUR registers. P5 in PF3 colour (Now I call it P8) here 53275, and/or new adress 53275 53270->53273 - PF0->PF3 " " " . Backgr. Colour in 53274. (16 colours registers) 53275/53276 - This 2 are free - I am thinking what to put here. No PF0/PF1 on Inverse because it will be impossible to maintain compability, as I will explain later. 53277 - 0 Disables all PMs and 3 enables them (for the oldest and the newest). 53278 - collision register cleanner (the same). 54279 High Bit of PMBASE here (the same). B.) - PMs. SIZES: 53256 - P0 size and new P4 (same size as P0) 52257 - P1 size and new P5 " 53258 - P2 " P6 53259 - P3 " P7 53276 - Old P5 (now I call it P8) and P9 (M4+M5+M6+M7 joined as a single player) C.) - HORIZONTAL POSITIONS: The same 53248 to 53255 (P0->P3 and M0->M3) New ones: Someone can help here I am not sure if 53240->53247 it's free for P4->P7 and M4->M7, or any other possible)? D.) - SIZES: 559,62 (Single line resol.) and 46 (double line resol.) for the oldest and new ones. E. - ) PRIORITIES: Bit 0-3 - Priority select Bit 4 - Fifth Player enebled Bit 5 - PMs. Multicolour Bit 6/7 - Special GTIA Display modes select. So, all the same, but: Priority 1: PM0 PM1 PM4 PM5 PM2 PM3 PM6 PM7 (P8) (P9) PF0 PF1 PF2 PF3 BACKR. PRIORITY 2: PM0 PM1 PM4 PM5 (P8) (P9) PF0 PF1 PF2 PF3 PM2 PM3 PM6 PM7 BACKGR. PRIORITY 4: PF0 PF1 PF2 PF3 (P8) (P9) PM0 -> PM7 BACKGR. PRIOTITY 8: PF0 PF1 PM0 -> PM7 (P8) (P9) PF2 PF3 BACKGR. AND WHY LIKE THIS? Because no new PFs. added and PM4/5 overlap with PF0/PF1 and PM6/7 with PF2/3. All the same, compability 100%, I think? MORE COLOURS ON SCREEN: HOW MANY? PF0->PF3 single - 4colours PM0->PM7 single - 8 colours P8/P9 - 2 colours Backgr. - 1 colour PM0/PM1/PF0/PF1-7 colours (Different overlap possibilities) PM2/PM3/PF2/PF3-7 colours PM4/PM5/PF0/PF1-7 colours PM6/PM7/PF2/PF3-7 colour P8 -1 colour P9 -1 colour TOTAL MAXIMUM = 45 COLOURS ON EACH LINE. WRITE ADRESSES: 704->707 (PM0->PM3) colours. 708->711 (PF0->PF3) colours. 712 Backgr. colour. Now, where to put PM4/5/6/7 and P8/9? I'm trying to find it? GTIA MODES: 9&11 (the same) Mode 11 - Now 16 Hues with 16 differnt luminances. PLAYERS AND MISSILES SIZES: WILL IT BE POSSIBLE TO ADDED 5 on 53256 to 53260 to have Hi-resol. PMs.? who answers this? it will be great!. Join this with 2POKEY, 8 channels mono or stereo (2x4 channels) and you'll had a tremendous magnificent, wonderfull, the greatest........ This could be done without any new chip? And now, if this are unusued adresses, it will be possible to simply add to an emulator, and have a virtual new A8? Best reggards. Yours Atarilly, José Pereira.
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I usually don't post anything here, but I seen this in all my LNs downloads: From here you see all the C64 possibilities. The Colour map and 16 colours. Where are the 16 colours. Most of them doesn't suit on the Backgr. and the colours they put... See the river/lava (same colours as the wall). We A8 can say: "Wrond colour choices". And you C64 what you say? Probably you do´'t say anything. Just count nº of colours on screen. In my obssession about LNs. I know I can put the same nº of colours or even more on screen (I can use DLIs. and PMs.) I know I can do screens in way to a final game. But one thing I assure you: "I can put the real (almost real) colours using A8 pallete. Greetings. José Pereira.
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I've been wondering that also. I saw right now that it's last Post was on 11September. His E-mail it's Private. Does anyone knows anything about it? Greetings. José Pereira.
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Sorry, the Bottom picture must be this one:
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Hello. I design this simple example to ask you something: PF0 - Blue PF1 - Gray PF2 - Green Backgr. - Yellow Above you see the major Software Sprite. I use PF2 as the Border. Why, because I need to use PF0,PF1 and Backgr. to put a Player on it, using Priority4. In this way the PF2 is like a new backgr. for the Soft Sprite. So PF0/PF1/Backgr. always win againt Backgr. and PF2 not. I think you understand what I mean. Is there any problem untill here? Now, the trickiest part (that because I put all that questions some days ago about PF2/PF3): If this soft sprite using PF2 as his Border enter PF3, like on the Bottom of this picture: I want to have the Backgr. PF3, so the soft.Sprite Border wil change to PF3. For me it's not important, because PF2 or PF3 are the Soft Sprite Borders. The major idea it's Soft. Sprite Border(Char nº<127) in PF2 Char foreground and change to inverse (Char nº>=128) when enters a PF3 Char Foreground. From what I read about your comments on this thread I think I see no problem. Any comment now? Thanks for your always usefull help. Greatings. José Pereira. P.S. - By the way, if you can/interested please read my yesterday post on the other Soft Sprite Topic. Thanks again.
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Sorry I forgot to attach the 8movements A8 and the complete Enemys movements of the LN Engine:
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Hello to all. I think better. See this simply A8(with AIS) direct convert of C64 enemy: You see the 8directions. Each man has max. 40/42 pixels vertical and 12/13 horiz. (I'll change to 16maxim. when I redone the sprite). Soo, each shape it's 4chars horiz.x5/6chars vert. Man, walk in 4 directions. As I said yesterday it is like 22,5degrees. (just see this C64 screen and follow the walking way lines:) It takes me many of my last night time and I get that enemy only moves 1pixel every 2movements, so 8movements it's 1more char on the right and another on left. Vertically it only moves 1pixel high every for movements. So, I only need 1/2 or 1/4char up and the same on bottom. If my man was 4x5/6chars I must get now 6horiz. and 6vertical. My Sprite it's 36chars. Now, explain me this: I am using (only way possible) 1charset for each bakground graphics line (using G2F). And my sprite it's like this (X-1char): XXXXXX XXXXXX XXXXXX XXXXXX XXXXXX XXXXXX I have 40 to 127 free (but Enemy:36chars+Ninja:36chars) What chars (letters numbers can i asign to this Xchars? If 1st line it's, for example 40,41,42,43,44,45 on Charset 1, 2nd line would be what? The same on Charset2? And more, I have to put all 36chars in each charset because the sprite will move up or down, isn't it? And to get things a little more complicated, where will I put the other shapes (Kicking,Dead,...). The man can only walk, or stop to fight. I think it only stop to fight when the eight movements are done. So, now, and according to joystick movement you'll get anoter sprite. My idea, if I'm right is 1Software sprite for walking, another to kicking, Punch, Weapon and Dead. But if I'm right again, in fact it's only 1soft sprite, because: WALKING/STOP/KICKING (erase oldest-Walking and put the new one-Kicking using the same chars but with different pixels/frames). It's so difficult to explain this (more it is with my bad English). If this help, just see this picture of all Enemy's movents using The Staff weapon on that LN Engine: If you can help once more It will be great. I just want by now to understand/learn how things could work. (By the way, 5th colour makes a great, great difference in Last Ninja. Without 5th colour it's almost, if not totally impossible. For example, see this picture and count the major 5colours: And this is im almost all screen in all LNs.) Bye now, Jose Pereira.
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Here I am again. As I said, I stopped to think and design some things. About the LN sprites they are like this: ABCD EFGH IJKL MNOP Eachone is 4X4Chars. Seeing the degrees of the movements, it's 22,5º. From the all the shapes I taked from C64 version, when an enemy walks it has 8movements in each direction: UPLELT,UPRIGHT,DOWNLEFT,DOWNRIGHT. (YOU CAN SEE ALL THE SHAPES IN LN ENGINE ON LASTNINJA.LEMON64.COM) Taking this and what you told me yesterday, to get the Player moving I must have this: OOOOOOOOOOOO OOOOABCDOOOO OOOOEFGHOOOO OOOOIJKLOOOO OOOOMNOPOOOO OOOOOOOOOOOO THIS IS TO GET THE MOVEMENT IN 4DIRECTIONS. (TAKING IN ACCOUNT THE 22,5 DEGREES, UNTILL HE COMPLETES THE EIGHT DIRECTION MOVEMENTS AND REACHES A COMPLETE BACKGROUND CHAR IN THE 4DIRECTIONS) SO, THIS IS 72CHARS. AND 72 TO NINJA+72 TO ENEMY=144 CHARS. TOTALLY IMPOSSIBLE. BUT IF I CUT TO 1 DIRECTION 1CHARSET, THAN, CHANGE DIRECTION,ANOTHER CHARSET, AND SO ON. ($DIRECTIONS=4CHARSETS), I'LL GET THIS: RIGHT UP MOVEMENT (AS AN EXAMPLE): OOOOOOOO ABCDOOOO EFGHOOOO IJKLOOOO MNOPOOOO 48CHARS(NINJA)+48CHARS(ENEMY)=96CHARS. I always use 1Charset in eachline on G2F. So, from 0to39. I have 40to127free. It's only 88free. How will I put 96. Help needed. José Pereira.
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Hello. We can use this thread like "TOPIC MASK"!!!!!!!!!!.................. We can leave Rockford alone in the "VS" thread......... Let's see if it will stop putting screens there if he doesn't have any answers. And how much time he will be there alone? I don't think he reads any other threads. I didn't remember him talking about any technical things on C64. He probably doesn't even know how many sprites/resolutions/Graphic Modes/... on C64... Just wait and see if he can be smart and how much time to catch us here!!!!!!!!!!!!.............. Greetings. Jose Pereira.
