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José Pereira

Parallax and Isometric... Anyone ever? any game exist?

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Games like Zaxxon or any of that Isometric and scrolling ike Bombuzal:

Just as an example, anyone ever done or thought in movng Parallax that Ground under the Platforms?

(any 8bit or evn 16bit exist?)

post-6517-0-01360500-1344445749_thumb.gif

 

Just a 4colour gfxs Bitmap to solve the always trouble regarding A8 128chars Charset and have all the PMGs Hardware sprite on the guy(s).

 

 

 

(Bitmap Mode and Parallax even the normal Horizontal scrollings is more or less tricky than Char-Mode(s)?)

 

Going into Parallax, even in Bitmap it is best to have all the moving guys as Hardware sprites or they could be soft sprites with PMGs?

 

Edited by José Pereira

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('A little' OFF TOPIC: This game, Bombuzal on A8 would really be need the guy wasting all PMGs or it could have the scrolling and it (and others, like when we transport the Bomb) be a soft sprite with PMGs?)

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On the C64 there is quite a few parallax games, both DLI style non overlapping like Nebulus bonus level and full screen overlay, underlay like Parallax, Enforcer or Menace (usually just redefining the same character dynamically to give simple geometric pattern scrolling like boulderdash title screen). I'm going to see how well this works myself with a little bit of coding soon.

 

Are UDGs easy to do on the A8 to do it the same way?

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A quick question for the coders. Does the A8 have enough speed or resources to do multiple buffers? Like, keep background in memory, render movers on another bitmap, combine and present?

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A quick question for the coders. Does the A8 have enough speed or resources to do multiple buffers? Like, keep background in memory, render movers on another bitmap, combine and present?

 

Might be able to do it fast on a 130XE... depends on whether or not the hi res graphics screen can be set to the bank switch address and if the whole screen fits in that area.

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Are UDGs easy to do on the A8 to do it the same way?

 

Yes, they work identically to the C64 apart from the 128 character limit so rolling definitions back against scrolling to create parallax works. i'm doing it in Battle Eagle in fact.

 

What exactly IS the 128 character limit?

 

User defined character sets on the Atari 8-bit have 128 characters (the latter 128 character codes repeat the first 128 but either invert them or use a different playfield register for the %11 bit patterns); character $80 uses the same definition data as character $00.

 

A quick question for the coders. Does the A8 have enough speed or resources to do multiple buffers? Like, keep background in memory, render movers on another bitmap, combine and present?

 

The resources should be there on a 48K machine but the processor load for merging two full screen buffers to a third on the fly (or three to a fourth if there's masking) will need multiple frames of CPU time; the fastest software sprite routines only deal with the area around the object itself if they can avoid going near the rest of the screen.

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