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Started by redbox, 15:00, 06 March 11
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Quote from: TFM/FS on 02:20, 05 April 11Well, there is a use for Mode 3 ... think about SHADDOWS ;-) And as second hint... think about switching between Mode 0 and 3 ;-) Got it ;-)
Quote from: sigh on 13:21, 05 April 11Could you elaborate on these?What do you mean by shadows?Also, why would you want to switch modes?
Quote from: TFM/FS on 01:02, 06 April 11 When you switch between Mode 0 and 3 then you literally switch between 4 and 16 colors. And you switch between watch it all (Mode 0) and watch half of it (Mode 3). Sorry can't tell it better in english words...
Quote from: TFM/FS on 04:07, 06 April 11Well, shaddows in the sense of other colors. Here a link, that is a bit related, but not completly what I mean: http://www.youtube.com/watch?v=ztf7pacNf6A You surely can define the colors. But you usually use the whole screen. Just play a bit around and switch between 0 and 3 ( LD BC,&7F80 or 83 : OUT (C),C ) In case you work under basic you have to switch the interrupts off. Go assembler, in Basic you can't do that properly.
Quote from: TFM/FS on 21:21, 07 April 11If you can wait 10 years more... then our RPG will please you :-)
Quote from: sigh on 10:19, 09 April 11Question on the 4 modes:1) If you were to take each of the 4 modes and make them 160x200, in order(the fastest first) , which would be the faster mode to use for a sprite fest of a vertical scrolling bullet hell shooter game?2) Also, are there any examples of games done in mode 2?
Quote from: TFM/FS on 07:29, 10 April 11 1) The fastest mode is Mode 2. For examples see some of Bollwares Mode 2 games. Sprites are very easy to handle in Mode 2. Mode 1 and 0 need more complex (and therefore slower) routines.But... it all depends if you work with or without background. Without background it doesn't matter much. 2) Err... yes... see: http://www.bollaware.de/ Hope that helps a bit...
Quote from: sigh on 21:58, 10 April 11Mode 2 - Fres attack game by Bollwares. That really is an incredible game. Smooth horizontal scrolling(is it pixel scrolling? It looks incredibly smooth) - just wow!It's the only mode 2 game I've seen on their site. Are there others?(..and it is 2 player...)
Quote from: arnoldemu on 09:23, 11 April 11I thought the mastertronic game transmuter was in mode 2.Or was it just the title screen?
Quote from: sigh on 13:30, 11 April 11So, would a bullet hell shoot em up be possible with Mode 2 graphics seeing that the sprites are quicker to handle? Also, with that huge sheet of 640x200 only taking up 16kb, you could most likely have some interesting graphical effects and huge end of level bosses.
Quote from: andycadley on 19:48, 11 April 11 I seriously doubt that Mode 2 sprites will be faster, if anything I'd expect them to work out slower. Whilst it's true that a sprite of equal dimensions uses less memory, you end up needing the sprites to be twice as wide for them to be physically the same size - so no memory savings there. Furthermore, since they're only monochrome, you have to maintain a seperate mask unless you want very primitive looking mono sprites. That effectively means you've doubled the memory requirement over Mode 1 sprites and gained very little in the process.
Quote from: TFM/FS on 05:32, 13 April 11In Mode 2 the Sprite itself is the mask
Quote from: TFM/FS on 05:32, 13 April 11In Mode 2 the Sprite itself is the mask and the quick Z80 command OR can be used to lay the Sprite over the background. This is the most efficient way, and it can't be used in Mode 1 and 0. So Mode 2 is the winner! EDIT: Maybe we should do some Sprite-Routine benchmarks here, but you guys will really start to hate me if I'm right at the end - because I'm usually right (ok, you can start to hate me now).
Quote from: ssg on 07:50, 13 April 11That's not true. You'd want to have opaque black color in your sprites, for dithering or detailing etc.
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