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avatar_Devilmarkus

Merry Christmas to anyone (DeathSword 128k release!)

Started by Devilmarkus, 10:30, 24 December 13

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Devilmarkus

Here you go:
(Game works, but the intro is missing some important bytes, so it doesnt show up properly, so this is not a final release!!!)

When you put your ear on a hot stove, you can smell how stupid you are ...

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MacDeath

#51
QuoteBarbarian was a game wich i  played many times, however the c64 version was good also, i don't understand why the c64 can put alls the stages, and the original amstrad version only one.Memory problems?
Sort of...

on C64 :

=Basically graphics are 1bpp (bit per pixels) in small pixels (2 colours) or 2bpp = 4 colours in wide pixels (mode0 equivalent)
To this you add attributes per 8x8 pixels...
overall the attribute system is lighter than full bitmapped. but yeah there are some limitations as well, or advantages too, in the modes with less colours.

So a full "160x200" screen is more like 10-12ko  on the C64 than 16ko on the CPC. (can then be compressed)
8ko for the basic screen...320x200 or 160x200 or a mix of those... then the attributes should be somethings like 1-2Ko perhaps...


= Sprites :
C64 has hardwired sprites.
on CPC there are not, they are software.

This means that when you want to display a sprite you must write it over the background, so you buffer the part covered, because when you refresh it, you must erase the sprite, then draw it again elsewhere... this uses extra RAM because more code and bufferzone for some graphical characters.

On C64 those sprites are independant of the background, which actually never really change.

= Gotta remember that the CPC version uses the full "160x200" resolution, and that the screen is mostly done with unique tiles...
Most games where in 128x192 or 256x192... speccy sized, which greatly reduced the size of the "VRAM" used into 12K instead of 16K.
And many games used a tileset... which is a better way to gain on the Datas in RAM.

because 16K of RAM are used as VRAM, it let only 48K left... but if the game does full double buffering of the video to get smoother animation, this would let only 32K... (just an example, don't know if it is the case)

Barbarian also has a quite heavy sprite set.


Good thing is that the warrior's sprites are in 2bpp then converted into 4bpp... screws CPU but gain RAM... a lot... and enable palette swaps.
A lot of different moves and animation frames so it is quite heavy.


Also many bits are not coded like the warrior's sprite :
Goblin, snake's heads, Drax and Marrianna, add the letters/character font... those are in native Mode0 so 4bpp.


I guess the game doesn't really use Data compression, because the CPU is already used to convert 2bpp into 4bpp, heavy gameplay (lot's of different moves), nice music, and in 1987 the compression technology wasn't as good as in 1990 or now...

DARKGATE

Quote from: Devilmarkus on 15:35, 05 January 14
Here you go:
(Game works, but the intro is missing some important bytes, so it doesnt show up properly, so this is not a final release!!!)

:) Oh my god, thank you, thank you by alls cpc464 fans.

I have tried the game, i don't see problems, but if can you made an update in the next future, put also a .cdt version, today i make a donation, really thank you.

P.S. ehm but the opponents are more skilled?  ::)
P.S.S. or i am more old  :-\

Quote from: MacDeath on 18:32, 05 January 14
Sort of...

on C64 :

=Basically graphics are 1bpp (bit per pixels) in small pixels (2 colours) or 2bpp = 4 colours in wide pixels (mode0 equivalent)
To this you add attributes per 8x8 pixels...
overall the attribute system is lighter than full bitmapped. but yeah there are some limitations as well, or advantages too, in the modes with less colours.

So a full "160x200" screen is more like 10-12ko  on the C64 than 16ko on the CPC. (can then be compressed)
8ko for the basic screen...320x200 or 160x200 or a mix of those... then the attributes should be somethings like 1-2Ko perhaps...


= Sprites :
C64 has hardwired sprites.
on CPC there are not, they are software.

This means that when you want to display a sprite you must write it over the background, so you buffer the part covered, because when you refresh it, you must erase the sprite, then draw it again elsewhere... this uses extra RAM because more code and bufferzone for some graphical characters.

On C64 those sprites are independant of the background, which actually never really change.

= Gotta remember that the CPC version uses the full "160x200" resolution, and that the screen is mostly done with unique tiles...
Most games where in 128x192 or 256x192... speccy sized, which greatly reduced the size of the "VRAM" used into 12K instead of 16K.
And many games used a tileset... which is a better way to gain on the Datas in RAM.

because 16K of RAM are used as VRAM, it let only 48K left... but if the game does full double buffering of the video to get smoother animation, this would let only 32K... (just an example, don't know if it is the case)

Barbarian also has a quite heavy sprite set.


Good thing is that the warrior's sprites are in 2bpp then converted into 4bpp... screws CPU but gain RAM... a lot... and enable palette swaps.
A lot of different moves and animation frames so it is quite heavy.


Also many bits are not coded like the warrior's sprite :
Goblin, snake's heads, Drax and Marrianna, add the letters/character font... those are in native Mode0 so 4bpp.


I guess the game doesn't really use Data compression, because the CPU is already used to convert 2bpp into 4bpp, heavy gameplay (lot's of different moves), nice music, and in 1987 the compression technology wasn't as good as in 1990 or now...

Mac Death this is a answer, thank you. :D
Do not underestimate the power of AMSTRAD CPC.

Devilmarkus

Quote from: DARKGATE on 08:30, 06 January 14
:) Oh my god, thank you, thank you by alls cpc464 fans.

I have tried the game, i don't see problems, but if can you made an update in the next future, put also a .cdt version, today i make a donation, really thank you.

P.S. ehm but the opponents are more skilled?  ::)
P.S.S. or i am more old  :-\

Well the "bug" in the intro isn't that important, that I'd do an update. It's ok.

You ARE old ;)

but we are all old
(No, this would be impossible to copy to tape ;) )
When you put your ear on a hot stove, you can smell how stupid you are ...

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Devilmarkus

Thanks to CNGSoft, who made the CDT image, I uploaded the last version to Death Sword 128k website:

Death Sword 128k(Amstrad CPC)

Check the "files" section and you'll find, what you are looking for.

Available as: DSK, CDT, CPR and, for burning CPC+ cartridges, as BIN
When you put your ear on a hot stove, you can smell how stupid you are ...

Amstrad CPC games in your webbrowser

JavaCPC Desktop Full Release

Gryzor

You know you can also upload them here into the files section as well, no? :p

Devilmarkus

I know  :-*

perhaps later... ;)

First the users are invited to visit the project's webpage :D
When you put your ear on a hot stove, you can smell how stupid you are ...

Amstrad CPC games in your webbrowser

JavaCPC Desktop Full Release

MacDeath

#57
This could be of interest... yeah, they ripped the game's scenario.
Verily, I suspect they played it in the late 80's on the studio's Atari ST... ;)





lacks boobs IMO...

remax

Quote from: Devilmarkus on 15:03, 28 December 13
Page update for
Death Sword 128k(Amstrad CPC)
so, if you find missing pages, please clear your browser cache...

Oh come on!

Automatic music on a web page? I thought it was forbidden by Geneva Convention...
Brain Radioactivity

Devilmarkus

Good that I ignore such conventions ;)
(Bad for you then  :-* )
When you put your ear on a hot stove, you can smell how stupid you are ...

Amstrad CPC games in your webbrowser

JavaCPC Desktop Full Release

MacDeath

QuoteI thought it was forbidden by Geneva Convention...
since when Swiss do demos and games ?
They only do cheesy cheeses and watches and secret bankers.

Also Celtic Frost and Coroner. :P


mr_lou

So, finally got this game working on my CPC+ now.

After deleting almost all ROMs on my MegaFlash, it finally ran.

Must say, those backgrounds are very nice indeed! Will be showing this off in 2 weeks time when I meet up with my mates for our 3rd retro gaming day.  :)

Great work!
Do you need music for your Amstrad CPC game project?
Take a look at IndieGameMusic.com - that's where I put my tracks.

Devilmarkus

For the coding freax:
I disassembled Barbarian first, then I wrote all patches etc. around the original disassembly.

All dis / - assembling done using JavaCPC ;)

Here's the full Death Sword 128k source:

When you put your ear on a hot stove, you can smell how stupid you are ...

Amstrad CPC games in your webbrowser

JavaCPC Desktop Full Release

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