Changes

Renegade

2,461 bytes added, 08:52, 18 February 2019
'''''Renegade''''' is a 1987 game programmed published by Imagine. It was written by [[John Brandwood]] with graphics by [[Mark K Jones]].It is one of the same programmer as best CPC games. John also wrote [[Gryzor]] which is another top CPC game
== Pictures ==
|[[Image:RenegadeLevel3.png|left|thumb|200px|Renegade Level 3]]
|[[Image:RenegadeLevel4.png|left|thumb|200px|Renegade Level 4]]
|[[Image:Renegade_walk_anim.png|left|thumb|200px|Renegade Main Character Walk Animation frames]]
|[[Image:Renegade_walk_anim_areas.png|left|thumb|200px|Renegade Main Character Walk Animation frames coloured by sprite part draw order]]
|[[Image:Renegade_punch_anim.png|left|thumb|200px|Renegade Main Character Punch Animation frames]]
|[[Image:Renegade_punch_anim_areas.png|left|thumb|200px|Renegade Main Character Punch Animation frames coloured by sprite part draw order]]
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== Technical ==
=== General ===* Sprites are stored upside down The game is designed to run in 64KB of memory.* Sprites are stored as mode 0 with pen 0 as transparent.* Sprites are flipped by code in realtime (e.gTherefore they made decisions to make this possible. Even so, the facing right sprite game is a flip one of the facing left sprite).best on CPC * Sprites With 64KB one level at a time is loaded. With 128KB all 4 levels are stored in multiple parts and are composed during drawingloaded. Each part has an x,y offset, width * The game doesn't use hardware scrolling and height based on uses a reduced screen and heavily uses the sprite's coordinates. Therefore heads, bodies invisible areas of both screens to store code and legs are separatedata. This allows re-use for all characters and enemies.* Sprites are stored as follows:
1 byte normal (to write to mode 0 screen), followed by 1 byte with pixels swapped, then this repeats.=== Characters and Enemies ===
It is believed this is done so that drawing a * Characters and Enemies are stored as multiple sprite facing left, parts and are composed during drawing . Each part has a sprite facing right will take the same cpu time width, height, and so that signed x and y offset relative to the character's base x,y position. The base x,y position's origin is at the bottom of the frame rate will remain and in the middle on the x axis. There is no clear separation between heads, bodies and legs. Some character frames are made of 4 or more constantparts. This can be seen in the walk and punch animation frames.
* Supports 128K RAM. All levels Characters and Enemies are loaded at once. Each level takes &1000 bytes. There are 4 stored sorted by their base y position each frame so that the draw correctly when walking in 1 16KB page.* 2048 bytes for tile graphics. These are defined per-level. These are copied from &31e0 in 4 parts. There are 128 possible tiles. Runtime ranges: &e600-&e800, &ee00-&f000, &f600-&f800, &fe00-&ffff.* Tiles are 4 pixels wide and 8 pixels tall. Each tile's graphics uses 16 bytes. Tiles are stored uncompressed, left-right and top to bottom.* "Macro tile map" uses 64 bytes. Each byte is 4 tiles wide front of each other and 9 tiles tall. Macro tile map's runtime location is at &BF90. Data at 9600 defines actual tiles to usegive a 3d look.
* === Sprites for all levels === * Sprite pixels are loaded stored upside down in memory. Therefore left to right, bottom to top.* Sprite pixels are stored as mode 0 with pen 0 as transparent.* Sprite pixels are stored facing right only and flipped by code in realtime (e.g. the facing left sprite is a mirror of the facing right sprite.).* Sprite pixels are stored as follows: 1 byte like normal (same as mode 0 screen bytes), followed by 1 byte with pixels swapped, this repeats. It is believed this storage is done so that drawing a sprite facing left, and drawing a sprite facing right will take the same cpu time and this means a more stable frame rate regardless of the direction each sprite is facing. * There is a list of sprites per level. The start address of this is stored at once &e00 from the start of the level data. This takes the form of width, height and use ~13KBpixel data location. They With 128KB there is 1 extra ram page per level for level specific sprites. Sprites common to each level are located stored in main RAM. There are around 223 sprites (including common sprites). During the game the level page is mapped into RAM at &4a804000. === Levels ===* Each level has it's own music. * Each level takes &1000 bytes. There are 4 stored in 1 16KB page. The data is copied to &3000->&7fff 3fff before then being copied to other locations in main ramRAM.* The game doesnEach level't use hardware scrolling s data is prefixed with "JCB Overlay xxxx" where x is the level number. e.g. "JCB Overlay 0000".* Map is 128 tiles wide and 18 tiles tall. But not all map space is used. The remainder is garbage. In reality, Level 1,2,3 are 80 tiles wide. Level 4 is 112 tiles wide.* Each level has it's own palette of 16 colours. The palette for level 1 is at &87b3, level 2 is &87c3, level 3 is &87d3, level 4 is at &87e3. The palette is stored backwards with pen 15 first, then 14 all the way down to 0.* "Macro tile map" uses 64 bytes. It is stored at offset +0x01a0 from the start of the level's data. Each byte is a reduced screen macro tile id. Each macro tile is 4 tiles wide and heavily 9 tiles tall. The data is copied to &BF90 and this is where the runtime uses it from.* The tile ids per macro block are stored at offset +0x09e0 from the invisible areas start of both screens the level's data. The data is encoded as 7 bits per tile all put together. It is decoded to store code and &31a0 overwriting the level data. This is copied to &9600-&9720,&9e00-&9f20,&a600-&a720,&ae00-&af20. The runtime uses the data from &9600. The ids are stored pre-multiplied by 2.
* Map is 128 tiles wide and 18 tiles tall, but not all map width is used. The remainder is garbage. In reality, Level 1,2,3 are 80 tiles wide. Level 4 is 112 tiles wide.
=== Tiles ===* Each level has it's own palette of 16 colours. The palette 2048 bytes for tile graphics. These are defined per-level 1 is . These are stored at +&87b3, 1e0 from the level 2 is data. They are copied from &31e0 in 4 parts. There are 128 possible tiles. Runtime ranges: &e600-&87c3e800, level 3 is &87d3ee00-&f000, level 4 is at &87e3f600-&f800, &fe00-&ffff.* Tile graphics are 4 pixels wide and 8 pixels tall. Each tile's graphics uses 16 bytes. The palette is Tiles are stored backwards with pen 15 firstuncompressed, down left-right and top to 0bottom.
== Video ==
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