| > My only real point is a software blitter library would permit quite a bit, and be portable. But it really wouldn't be portable. Maybe you mean the software using it could be portable. Because you'd need to account for totally different memory layouts, totally different initialization, totally different movement rules if you want to avoid color bleeds, palettes ranging from monochrome and up etc. You'd likely end up with about as much code to try to make something like that generic as you would writing separate more optimized versions for each platform. > A secondary one was software objects got done quite a lot. C64 is actually one of the worst case scenarios. It had a considerable amount of DMA interrupting the CPU. It had some, but not very much. The 6510 didn't access memory other than every other cycle, so most of the time it ran unhindered. Some things would change this - e.g. it "cost" two clock cycles per raster line for every sprite that was present on that raster line. It also cost you extra every 8th line when the VIC would need to retrieve new colour data from RAM, but if that was enough to tip things over the line you could "just" cut ~25 lines off the part of the screen you worked with and you'd have freed up more cycles than you lost. Some games certainly did "play games" with the display size, to cut the cost of graphics updates, but the vast majority of those games did that despite not even using bitmap mode. The reason we didn't use bitmap mode was not DMA, but that character mode + sprites + raster effects was so much faster for most uses. > But, if someone wants to explore a little, and wants to use C or Pascal, etc... more can be done than expected. It's not the language per se that is the issue (though most modern languages are awful for 6502 platforms without lots of restrictions due to stack limitations); it is whether or not you write code custom for the specific graphic chips in particular for those architectures, which tends to make up a fairly substantial part of the overall game when you in most cases are looking at single to double digit number of KB including assets. > Sometimes it is about more than looking pretty. Yes, but my point is nobody would have accepted the C64 Robotron either already by ~1985. Game quality had moved on. By pure sales numbers alone, the majority of people who remember these platforms fondly today got them after the design of a game like Robotron was already outdated. I just don't see the appeal of aiming for portability between platforms where what you do to achieve that portability completely eviscerates what people loved about that platform because the lowest common denominator is so far from what people were used to. In that case, just write for the VIC-20 or whatever matches your lowest common denominator directly. |
Consider it a display driver / primitive and call it good.
Old bitmap games have their charm.
Initially defines one or two pages, sets display registers, etc... done.
>movement rules
Blit needs two basics. One bit per pixel and two bits. That is it. Color maps and such do not need to be a part of things, or the programmer can manipulate them directly where they are available.
>whether write for gfx chips
Sure. Again, bitmap games have their charm. That is all. Trust me, I wrote to those chips and that is a different thing.
Your comment on the C64 Robotron is interesting. Had they broke a few rules, it could have delivered more like the Apple 2 did.
Players of Robotron would take it as the fast action trumps just about everything else. I linked that title as a great example, because of that.
I was there in 85, and plenty of us played the crap out of Robotron on the Apple and PC (given a fast enough one, lol) and played it because it delivered what Robotron was about. Many did not enjoy C64 or Atari Robotron because other trade offs were made. The arcade cabinet was common. The title was relevant.
The best ports rendered quick to a bitmap just like the original did. Now, the original had a 6809 and a blitter assist. That made for insane action, and is not directly comparable when considering minor artifacts along the way.
Here's the thing:
You and I both loved those platforms for similar reasons. No argument. Making something that can deliver across a more 8 bit machines does something else.
It does not take away from the greatness. When the demoscene gives up, I will worry. New C64 / Amiga productions still happen, and still push it all in that way we love.
But, there is a fun world of 8 bit gaming and such out there working differently too. Most of that is on a 1 or 2 bpp bitmap.
That is really all to the comment I made.
Recently, I have been enjoying things on Apple, Spectrum, and soon maybe a BBC Micro. Bitmaps and clever ways of delivering the goods. I found there are things to appreciate, I would have not before.
The more the merrier.
8 bits are enough. Honestly, that people still create in that space is a lot of fun. However they do that, I want them to do that.
Does not mean I would do it that way. But it does mean I would totally give what others did a go.