Changes

Jump to: navigation, search

Space Gun

574 bytes added, 10:06, 5 December 2023
/* Shame */
This game is not really good indeed.
The reason is that it is a shamefull [[Speccy Port]].
Just look at the Spectrum version to see what i mean.
The playfield also use some raster which are quite similar to the Arcade... but sadly this simply displays even more the unmasked tiles/characters from the sprites. could have been better provided the sprites were properly 4bpp coded as the "raster ink" would be used as a "sort of a mask".
== Use of Plus Features ==
*HardSprites : Plus palette is used for the title page throughout (golden/yellow logocolour fading, extra colours throughout) and * Plus raster line interrupts are used (for the visor and bullets, also changing modes for the Scanner/Radar at bottom of example)* Plus screen HUDsplit is used.* Plus hardware scrolling is not used.. those visor and scanner use some ink rotation/cycles* Plus DMA sound is not used.
*HardScrolling : not confirmedPlus hardware sprites are used. (used for the title page logo, your aiming reticule, bullets, and the Scanner/Radar at bottom of screen HUD).
*Palette : this game clearly The hardware sprites use ink cycling. The Visor uses colours unavailable 2 sprites with some colour cycling and those sprites may change if you change the selected weapon , bullets use 2 sprites slots per frames (6 frames, so 12 slots) and Radar uses 2 Sprites with colour cycles too. Those sprites are all magnified into pseudo Mode0 sized pixels (X=4 and Y=1). To use sprite for the aiming reticule is an easy way to old Amstrad CPC paletteget masked and smooth movement while the game is non masked and attribute movement based.
*DMA sound channels '''Others : the sounds are minimalist... the game even do not features the Spectrum128/Atari ST chiptune (which is quite good) so it is most probable the DMA channel weren't used.''
*Raster interrupts '''Mode change : one Bitmap ink is used to display some raster effets, actually even betterly done as on ''' the 16bit Atari ST/Amiga versionstexts during Menu page or cinematics, and closer to the Arcade versionupper HUD (top of the screen) are in Mode2 (1bpp) while the rest is in mode0 (4bpp). sadlyDespite being Mode2, as said before, this just displays even more the non-masked attributes from the sprites letters (with a lot of diagonal designscharacters) used 16 pixels and could have been done in mode1.This part seem to slightly bug on emulator..) *Others :  **multiloadings are used as the game must be quite heavy on memory requirements. on cartridge, this game properly done would even have needed 256K or even 512K ROM cartridge. As a result only the 6128 config can play this (with no ROM). ** the The '''cinematic screens looks ''' look a lot like the C64 version ones but more coloured and with a bit less attributes limitation remains.** The "find graphics" option on WinApe enables to find the graphics for the 2nd player's HUD... but this multiplayer feature is simply disabled, so just those graphics just became a waste of RAM.
== Links ==
907
edits