| I challenge anyone to write a sprite multiplexer capable of Robotron! Would be awesome to see. As for character mode, think through the cases. One arrives at a bitmap quickly, or the movement in the game isn't really up to snuff. Neither of these are "easy" :D The rule breaking are things like screen tearing, ignoring color clashes, using coarse motion where possible, etc... >Color, differences... At the software level, blit(x, y, etc...), the bitmap machines can handle one and two bits per pixel. Apple has color clash in it's high bit, C64 has it in the color cells, Spectrum has same. That can largely be ignored. >...Robotron type games to Apple users used to that quality graphics, but both Apple and PC games were laughed at by C64 users at the time as ugly and primitive. No they weren't. We played the beautiful ones too. You are mapping your preferences on to all of this. Nothing wrong with any of that. It's nostalgia. We all are going to do it. I am doing the same, and that's precisely why I said what I said. Bitmap games are a lot of fun, have a distinct charm, and do some things that just don't map to the higher order capabilities in these machines we love and remember fondly. >I would rather see... Well, there is coding something you want to see. Standard answer there. And neither of us even have to, as that's being done right now. These things can / will get done too. The more the merrier man. Re: Show off Well, the C64 bitmap addressing is interesting. It's quick for vertical drawing in a way the others, which generally use a linear address, sequential byte per line scheme. I think it would have some advantages for these kinds of projects. "show off" is an interesting term, yes? |