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José Pereira

About this 'seems Paralax' scrolling on C64anabalt

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When we start the game we have a building untill the top that scolls.

Then when we broke the glass the scroll of the backs darker buildings stops but the bottom ones continue to scroll.

Again when we entered on a right side building taller (untill the top) the building is placed on screen on those back buildings that weren't scrolling.

And on this version it also seems that some of those gfxs above the buildings (not the sprites you can crash with them) also seem to have to some kind of parallax.

The other version (the unoficial one by MrSid doesn't have any of this, it's all things horizontal scrolling at the same time/speed).

 

http://www.youtube.com/watch?v=7I1zqkyIYC4

 

 

 

Anyinformation you know?

 

 

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Anyinformation you know?

It uses four character sets with the background detail offset by a different number of multicolour pixels to allow it to roll back against the scrolling; Paul Koller gave a talk for GDC Europe earlier in the year about his work and explains it in more detail (there's a chapter link called "C64anabalt - Parallax background") but the technique is pretty much the same as what Hawkeye or Rubicon use (and to a degree Flimbo's Quest).

Edited by TMR

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Hi.

No promises if there we will suceed or how much time it will take but maybe...

I send my ideas to a coder and I wanna know, to not duplicate the work, if anybody else is doing this game corversion to A8?

And I am talking in a conversion of the original as much as we can get on A8.

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