Started by Gryzor, 18:11, 01 February 15
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Quote from: Gryzor on 18:11, 01 February 15Have you realised it's been 20 years since the release of the original Megablasters?
Quote from: Nich on 23:27, 01 February 15Will this game see a physical release from Psytronik like most of Axelay's others?
Quote from: Morri on 00:27, 02 February 15May I ask how many levels / stages the game has as I amazed it all fits onto 1 dsk file compared to multiple dsk's in the original. Smaller game or amazing compression?
Quote from: Ast on 12:28, 02 February 15Can you Tell us more about the sprites displayed way you use ?
Quote from: Axelay on 15:19, 02 February 15Are you sure you want to ask that here? Could be a bit dull for the games section. Spoiler: ShowHideWell, OK, the game uses compiled sprites. They are locked to even lines to halve the address line calculation with a bit set moving down every other line, and the most common values are stored in registers for writing to screen ram rather than transferring from memory. The overscan screen start positions are set so that the second part of the screen starts at the beginning of a new line and lookup tables are used to get line addresses, so the compiled sprite routines dont need to make any checks for encountering the second part of the overscan screen memory.
Quote from: EgoTrip on 18:00, 02 February 15Great presentation, but that enemy that just appears right where you are without warning and kills you makes the game broken and unplayable. No thanks.
Quote from: rexbeng on 19:25, 02 February 15So it needs a bit of strategy to stay alive, and this requires some effort.
Quote from: Axelay on 10:45, 02 February 15Two different questions, but answered with the same point. Escape from Castle in the Clouds is a small mini-game to celebrate the anniversary, so it features only one world, though with a few more rounds than a world had in the original game, and the two player mode gets some different maps too.It wouldnt, I suspect, warrant a standalone physical release.
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