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  • File:Thedemo20.gif
    Multi differential scrolling on the whole screen and line to line offset split.
    (384 × 272 (11 KB)) - 18:11, 19 September 2006
  • * Game uses rupture technique to split the screen into a scrolling area and a static status panel area * Game uses CRTC R5 for smoother vertical scrolling
    3 KB (495 words) - 23:34, 5 May 2018
  • ...en containing different conventional demo-technologies like balls, paralax-scrolling, multi-scrollers, splittraster-equalizer and so on.
    3 KB (456 words) - 03:34, 26 November 2007
  • Presentation consisted mainly of a simple, scrolling 80-column text display, but later issues included a raster effect which ena
    612 B (88 words) - 18:33, 23 March 2015
  • It uses the [[ASIC]] pixel scrolling facilities, easy splitscreens, hardware sprites, splitrasters and extended
    423 B (58 words) - 09:01, 19 January 2014
  • ...lling for the logo at the top, horizontal video delay for distortion and a scrolling text made with hardware sprites.
    645 B (92 words) - 17:27, 5 December 2017
  • ...Pagemaker Plus, which took the same principle but applied it to a 70-line scrolling MODE 2 page. When printed out, this made a good A5 layout.
    3 KB (469 words) - 06:02, 3 January 2007
  • A first try on [[Plus]] with hardware sprites for balls and scrolling text. The other effects are based upon refresh of X and Y registers of hard
    671 B (107 words) - 14:54, 5 December 2010
  • Drawing sprites on a hardware scrolling screen can often be slower, because of the way the CPC hardware "wraps" the
    2 KB (262 words) - 08:50, 30 October 2006
  • They often have Horizontal scrolling, yet then can also have Vertical or both scrollings.
    22 members (0 subcategories, 0 files) - 07:03, 22 February 2015
  • It uses hardware techniques (CRTC) like splitscreen (for scrolling texts and logo) and line-splitscreen to repeat a line (for the bars in the
    317 B (47 words) - 07:55, 6 September 2013
  • ...creen controls have been added, to allow split screen operation and smooth scrolling to be used. ...a separate memory area and be separately scrolled. However, note that soft scrolling (Section 2.5 below) acts on the whole screen.
    37 KB (6,271 words) - 08:30, 15 August 2015
  • ...is a British demo by [[ChaRleyTroniC]]. Enormously simple - just a MODE 1 scrolling message using the standard character set - it was nonetheless the first CRT
    370 B (57 words) - 11:27, 25 November 2007
  • ...emo coded by [[Odiesoft]] of [[HJT]]. It contains a very original software scrolling-text made of jumping sprites...
    306 B (42 words) - 17:29, 29 November 2007
  • ...e snakes effect is made with sprites displayed on a fast vertical hardware scrolling (8 lines).
    342 B (48 words) - 12:57, 28 November 2007
  • It is a classical Platform Game with horizontal and vertical scrolling. ...32KB mode overscan. Game uses rupture technique to split the screen into a scrolling section and a section with a panel.
    3 KB (433 words) - 13:14, 25 November 2015
  • [[Image:WACWE screenshot 4.jpg|thumb|300px|and a type-writter scrolling.]]
    999 B (142 words) - 03:32, 26 November 2007
  • The game features nice, colourful graphics and excellent sideways scrolling, although it is not possible to kill any of the monsters that appear on the
    816 B (119 words) - 08:47, 17 November 2010
  • sub 1 ;; increments for pixel scrolling: scroll_speed EQU 2 ;; increments for pixel scrolling:
    6 KB (939 words) - 03:54, 27 January 2009
  • ;; This example demonstrates hardware scrolling using the CRTC. ;; on the standard CPC hardware. If you want pixel scrolling using the hardware,
    6 KB (877 words) - 16:42, 13 March 2007

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