Started by sigh, 16:48, 23 April 12
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Quote from: sigh on 00:33, 18 May 12Gameplay mock ups.
Quote from: sigh on 16:48, 23 April 12Hi guys,Could someone list me some games that has 1 pixel scrolling in both directions please? (Games like Dynamite Dux and Skate Crazy look as though they moves 2 pixels horizontally and vertically...?)If there is already a thread on this that I missed on the search, then I do apologise.Thanks!
Quote from: arnoldemu on 23:52, 23 April 12R-type (original) and Lemmings may do it.
Quote from: sigh on 13:58, 24 April 12Thanks guys.Having to use 32K for 1 pixel horizontal scrolling, would it need more KB to achieve the "vertical" scrolling too as they are both using different techniques to achieve smooth scrolling? Or is it just not feasible to create an engine that combines the scrollings of Star Sabre and Mission Genocide in one little neat package?I just looked at H.A.T.E on youtube (isometric), but as it's using mode 1 graphics, I suspect that it moves in bigger pixel steps.
Quote from: Xyphoe on 02:31, 30 April 12Killer Cobra has 1px horizontal scrolling, but not vertical too I'm afraid. Well, I'm fairly sure of that.
Quote from: MacDeath on 15:37, 30 April 12Depends what "pixel" you're talking about.The R-Type scrolling is "one pixel" in mode0, which is still 4 pixels in mode2. wasn't C64 able to scroll at "fine pixels" with large pixels ?anyway having such fine Multiscroll may give a shitty framerate to a game too.IMO some games where screwed because they had useless multiscrolling.examples ?Copter 271... (GX4000)it is a vertical shooter, but they added some side scrolling, which is nice on Amiga but but not that good on the GX4000... would have prefered a good game with only vertical.Final fight.yeay... there is a vertical scrolling, which is quite useless IMO.the aim was so the big and large sprites wouldn't feel too big on a small game window... and we must remember that this game share the same engine as the Speccy...but on CPC it is just a waste IMO.all it would have needed was to have a larger game window (like... 128x256... vertical full screen, like Arkanoid) and there you are, no need to scroll (which add some wheight to the CPU, probably). So many multiscrolling games were guite rendered unplayable beause they had this multiscroll but the screen is so small that each time you move the scrolling is used uselessly.Yet it is helped by the fact the screen is in proper "320x200" (160x200...mode0) and the sprites are not too big (well, they are normal) so the scrolling doesn't start too often.Level design also help this (while it screw it on strider)
Quote from: MacDeath on 15:37, 30 April 12wasn't C64 able to scroll at "fine pixels" with large pixels ?
Quote from: TMR on 20:06, 30 April 12i could well be wrong and it's probably been about a year since i last played it properly, but i was under the impression that Killer Cobra was moving at four mode 0 pixels a frame...? (i've always rather liked it in fact, ever since someone pointed it out to me at the Retro Gamer forums.)
Quote from: ervin on 02:28, 01 May 12It looks as though KC actually scrolls at 2 mode pixels per frame, BUT it also appears to be double-buffered.I'm not an expert on these things, but I believe that means it can scroll each "screen" using hardware scrolling (i.e. 4 mode 0 pixels per frame), and flip between them. One would be offset by 2 mode 0 pixels from the other, and therefore the scrolling appears to be 2 mode 0 pix per frame.I don't think its speed and smoothness would be possible otherwise, unless some really clever adaptile tile refresh techniques were being employed.It's actually a REALLY playable game if slowed down to 50%!
Quote from: fgbrain on 19:11, 30 April 12For old generation CPC, I believe the smoothest scroll in 8 directions is in a PD game called "Burning Wheels" by T. M. SCHMIDT :http://www.cpc-power.com/index.php?page=detail&num=635Almost impossible for me to play ...
Quote from: TFM/FS on 17:54, 01 May 12 Really impossible to play, but I guess it's two MODE 0 pixel scrolling.
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