Subject: Re: [stella] Boulderdash - musings and screen demos From: Erik Eid <eeid@xxxxxxxxx> Date: Thu, 3 Apr 2003 06:51:51 -0500 |
On Wednesday 02 April 2003 08:18, Andrew Davie wrote: > In particular, it occured to me that Interleaved ChronoColour (TM) screens > might be usable for this game - and I started playing around with some > samples to see what it would look like. Owwww... hurts my eyeeeess... :) Not to worry; I'm using Stella on Linux, so it's probably not very forgiving about flicker, which ChronoColour relies upon. That's fine. It's an impressive attempt at any rate and reminded me of fond memories of Antic 4 mode on the Atari 8-bits. (You'd have eight bits for one character reduced to four since you needed two bits to represent a color; therefore your figures are somewhat blocky.) Even once you get the playfield side taken care of, I wonder if the sheer number of potential objects will overwhelm the RAM. Consider that besides space, dirt, boulders, and diamonds, there are all those butterflies and fireflies, plus the ameoba that grows and grows. You could end up with a couple hundred (!) of any object besides the dirt, particularly if you get a 64x64 playfield like you were thinking about. Have you considered using the SuperCharger for this project? That would give you quite a bit of RAM to play with, though then you'd have the inconvenience of having to make it multi-load to store all the levels. (Actually, maybe the initial level layouts could be stored in a compressed manner, but that would be a pain during development.) Anyhow, I'm glad to see you even just playing around with this concept. Boulderdash was one of my favorite 8-bit era games! ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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