ZX Spectrum ports

Started by equinox, 04:54, 28 January 23

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Carnivius

#25
Quote from: andycadley on Yesterday at 15:58Ah yes, the lesser spoken of type of port to the CPC. Where the graphics are lifted straight from the C64 (with similar 3 colour restrictions intact) and the code from the Spectrum.

Yeah, reminds me that Barbarian always bothered me with the clearly C64 sprites when the CPC could do sprites with far more colour, depth and definition. But it was mentioned to me that keeping them 3 colour helped keep the memory usage lower which is important in a game with a lot of frames of animation such as a fighting game.  If you compare the backgrounds though, the CPC versions often have some differences with more colour and detail making the C64 versions look unfinished in comparison in some areas.

Favorite CPC games: Count Duckula 3, Oh Mummy Returns, RoboCop Resurrection, Tankbusters Afterlife

Shaun M. Neary

Quote from: andycadley on Yesterday at 15:58Ah yes, the lesser spoken of type of port to the CPC. Where the graphics are lifted straight from the C64 (with similar 3 colour restrictions intact) and the code from the Spectrum. Generally I think these work a bit better, or at least have the potential to, but can still be shockingly bad if done lazily (see Wonderboy).

And there are games like Batman The Movie, RoboCop and Chase HQ which almost certainly share at least some core code with the Speccy but have all the graphics redone for Mode 0. And it's not like anyone would call those out as bad, it's sometimes just a question of how much time has been put into polishing the final product.
Rick Dangerous is a very good example of a Speccy port done right. The code is exactly the same. I have finished both CPC and Spectrum versions using the EXACT same techniques!
Currently playing on: 2xCPC464, 1xCPC6128, 1x464Plus, 1x6128Plus, 2xGX4000. M4 board, ZMem 1MB and still forever playing Bruce Lee.
No cheats, snapshots or emulation. I play my games as they're intended to be played. What about you?

Gryzor

Wonder Boy? TIL...

Rick Dangerous? I just can't believe that. 

Shaun M. Neary

Quote from: Gryzor on Today at 14:43Wonder Boy? TIL...

Rick Dangerous? I just can't believe that.
Play Rick Dangerous on the 128k Speccy and then play the CPC version. They are the non identical twins of 8bit gaming.

CPC just has nicer sprites, but the code is definitely lifted from the Speccy. I think there are a couple of non interfering bugs in the game which are also in both versions.

For what it's worth, it's only when I got into Spectrum gaming in 2017 that I noticed.
Currently playing on: 2xCPC464, 1xCPC6128, 1x464Plus, 1x6128Plus, 2xGX4000. M4 board, ZMem 1MB and still forever playing Bruce Lee.
No cheats, snapshots or emulation. I play my games as they're intended to be played. What about you?

Gryzor

Well they could be down to the engine mechanics, the maps, does it have to be the same code? 

Carnivius

CPC-Power has both Rick Dangerous games tagged as 'Speccy Port' in the keywords.  I dunno how reliable that info is but I dunno, after replaying both again I can believe it.  It's extremely well made on both formats, playing and feeling very similar but with graphics taking advantage of each machine's unique capabilities.
Favorite CPC games: Count Duckula 3, Oh Mummy Returns, RoboCop Resurrection, Tankbusters Afterlife

andycadley

There's really no reason a well written game can't share large chunks of the game logic code between machines and just use platform specific logic for the graphics etc. Sure if you're really hitting the limits of the hardware then that probably won't work, but for something like Rick Dangerous, it shouldn't really be an issue.

The difference really is about taking the time to change the key parts and to optimize code again if it turns out to need it, rather than just slapping together the quickest possible solution.

Shaun M. Neary

#32
Quote from: Gryzor on Today at 18:18Well they could be down to the engine mechanics, the maps, does it have to be the same code?
The bugs being in the exact same places kinda give the game away...

For example, the Egypt stage (level 2), there is a bug where the enemies don't climb the ladder on the opposite side in the centre and are blocked and don't follow you up to the top and you often have to jump off the platform and force them to climb again. This happens on both the Spectrum and on the CPC. The C64 version does not do this (from memory anyway).
Currently playing on: 2xCPC464, 1xCPC6128, 1x464Plus, 1x6128Plus, 2xGX4000. M4 board, ZMem 1MB and still forever playing Bruce Lee.
No cheats, snapshots or emulation. I play my games as they're intended to be played. What about you?

Powered by SMFPacks Menu Editor Mod