to be continued...
Posts by Lazycow
"Behind the dunes" #pixelart
I really love the style. Will there be a storyline, or is it just a jump&run?
Debugging scans of the improved computer player for a potential new version of the #Amiga game Monsters of Terror. The new computer brain scans for monsters in side passages and stops as soon as it finds any.
Oh, interesting! Have you compared the speed of the copper-driven recovery process to a classic CPU loop that triggers the blitter?
There's an additional hidden bitmap of the game screen with background graphics only. This is used by the blitter to restore the background behind the moving objects. It needs some extra memory, but it's definitely the fastest way.
#Amiga 500 blitting test: 17x 20x24 pixel graphics in 32 colors and 50 fps...
Lazycow's C64 sprite handler ported to #SegaGenesis / #MegaDrive and to #SNES, part 2: Enabled FASTROM on the SNES and optimized OAM access. Conclusion for SNES fans: SNES is more or less as fast as the Mega Drive. Conclusion for Mega Drive fans: Mega Drive is definitely faster!
Oh, didn't know about Calypsi, thanks!
vbcc65816 for SNES, vbcc6502 for C64, vbcc68k for Amiga, gcc68k for Megadrive. I know of gcc6502, but is there a gcc65816?
Ported the #C64 sprite handler to to #SegaGenesis / #MegaDrive, #Amiga 500 and #SNES. The SNES seems to be slower than expected. Maybe we can blame the C compiler's code generator, but I'm not so sure...
I'm not 100% happy, either. Also, it's probably not the final animation, because the "strike out phase" is too long. And there's an alternative animation already... (in the post from July, 7th)
The whip... (#C64 animation test)
Ported the #C64 sprite handler to #Amiga (bottom left, using 16blit) and to #SegaGenesis / #MegaDrive (bottom right, using low level functions from #SGDK)... Hello SEGA!
#C64 Wolfling reloaded, unboxed... To get your own cartridge, take a look over here: rtro.de/wolfling
The main sprite seem to change its color when entering a cave? Neat. My favorite song is in the blue-rock-area...
#C64 NTSC scrolling test: Switched to 32x32 pixel tiles to get some time to move enemies. But it's only fast enough to move four enemies... for now...
Technically, it's still a prototype. We'll see...
#C64 scrolling test #6: It now also works in NTSC and it can scroll in 1-pixel steps. (the old version only used 2 pixel steps) There's more to come, stay tuned!
Wolfing Reloaded is the featured game title in episode 7 of #C64 Quickload.
Hero test run for Pharaohs Return #2: Faster run cycle and "the slide"... #C64
Nice idea, might check it in a subsequent animation test!
a dark grey hires sprite over a multicolor sprite
test run... #C64
When pharaohs return... (animation tests) This time: A mummy is attacking with bandages, as suggested from Jürgen Oster, DBug, Fel Cher, Erik van Eykelen and Monte Boyd... Ok, what's next? #C64 #pixelart
When pharaohs return... (Bossfight animation test) How would other mummies defend themselves? Any suggestions? #C64 #pixelart
Slick background tiles! (as usual)