Horizontal and vertical scrolling would also be possible. Would love to see a sequel that utilized both of these elements!
@robwebnoid57633 жыл бұрын
This would have been great back in 1985, even maybe being a retail product. I hope Leonard will see this if he hasn't already.
@DavidSmith-wr6vj3 жыл бұрын
Yep
@oscarjimenezgarrido75914 жыл бұрын
It's a petscii game starring Joe Pesci in sci-fi armor. Poetech.
@MattKasdorf4 жыл бұрын
Wow, I totally missed this release, thanks! I'd love to see this done on a chiclet PET 🤯 🇨🇦
@tsm6889 ай бұрын
The C64 has such a unique color look because it was optimized for **black and white** tv, where 16 shades of the exact same intensity would be invisible. So instead of pure binary RGB combinations, they gave it a mintier green, a skyer blue, a proper orange, and got rid of eyeblinding magenta for an extra gray level.
@talideon5 ай бұрын
There are plenty of colours in the palette that have the same intensity. Pink, green, and light blue have the same intensity, for instance. This gets used in some things like Mayhem in Monsterland to simulate additional colours though rapid colour swaps. The reasons the C64 has the palette it has are much more banal: the first 8 are the standard RGBCMY that most 8-bits had. The intensities were so they didn't look blown out on NTSC. Unfortunately the same colours look duller on PAL. The second 8 were just ones Al Charpentier and the other engineers working in the machine liked and there's little rhyme or reason to the choices. Al Charpentier has talked about all this in the past.
@tsm6885 ай бұрын
@@talideon They did optimize for black and white, though. There's interviews saying so. It goes back to the VIC where B&W was still a serious concern -- early VICs were NOT black-and-white optimized and it ended up being a problem. They fixed it for later ones, and the C64 mostly used the same color values. So yes, it is mostly cardinal values with tweaks, but the tweaks were important. It doesn't look anything like EGA colors, and that's a good thing...
@BagoZonde4 жыл бұрын
PETSCII graphics is so amusing and Digiloi only confirms that. I wonder if you would like Bring back my bones 4k, a pseudo 3d 100% PETSCII game I released recently ;).
@mikwawrzyniak39682 жыл бұрын
WOW WOW WOW!! Awesome ! Respect for Developers!
@NULUSIOS4 жыл бұрын
I you check the thumbnails on the play-line it looks even cooler from a distance. :D
@londongaz23 жыл бұрын
Yep, that is gorgeous!
@reinhard32093 жыл бұрын
Absolutely awesome game! 👍👍👍
@stelleratorsuprise81853 жыл бұрын
A PETSCII game on the C64 ... well that's a rather strange idea. The option of a character generator in RAM and the hardware supported Sprites where some of the biggest benefits over the original PET series from C=.
@mrbrad46374 жыл бұрын
How unique. I like it
@Adam_Lyskawa3 жыл бұрын
Looks great... for a PETSCII.
@grymmjack3 жыл бұрын
Amazing work, how many other pure PETSCII games are there? Do you know of any more?
@LtCdrRoyFokker4 жыл бұрын
Thanks for putting up the video. It's been a while since I watched the 8 bit Guy's video on c64 graphics but I was wondering if using PETSCII graphics saves on RAM usage compared with the other modes. It certainly has a unique style to it and if it came with a technical advantage then I'm surprised that it wasn't more commonly used.
@richardlincoln8864 жыл бұрын
Theres probably not much in it - the backgrounds are still a map pointing to a char - it just happens to be in the rom charset rather than redefined. If they are using larger than char tiles - same principle - ultimately its a 1k screen memory with each byte/char indexing the char gen. Colour map is the same. Double buffering would be similar sizes - just switching where the screen memory is. The game characters appear to be 8x8 - so ~64 bytes per image which is close to a sprite size in memory. They're bigger than sprites though and more colourful so for the same memory much larger moving graphics. No need to redefine any characters - so the memory under the charom will still be free though? Only guessing/estimating?
@JustWasted3HoursHere4 жыл бұрын
It depends on what mode you're comparing it to and how the graphic elements are stored in memory, but almost certainly at the very least it would save a lot of memory. Consider that a single screen of "hi-res" graphics (320 x 200) requires 8000 bytes to store (320 x 200 = 64000 bits / 8 = 8000 bytes), whereas a text mode screen only takes 1000 bytes (40 x 25). It is significantly easier (and thus faster) for the processor to move things around too, since there is a lot less to move per frame.
@stuarttupp35414 жыл бұрын
That's pretty awesome, but I have one question - why didn't they make it scroll? Was this because it would need to scroll one character block at a time, thus giving it that jerky "Maniac Mansion" appearance?
@olivermalms9364 жыл бұрын
Soft scrolling might be tricky, as the player and enemies are also made of PETSCII Characters and not Sprites. They would scroll together with the background and that would look strange. And using sprites would not have the same charm like a game completely with PETSCII. I think it looks great as it is and is a proof of concept, what can be made with just jusing PETSCII. Would be great to see more like this!
@Turrican4 жыл бұрын
Actually looks great!
@countzer04084 жыл бұрын
I wonder if this could be easily ported to other 8bit Commodore micros, like Pet and/or the C16/Plus 4. Excluding the music of course.
@CommodoreComputerMuseum4 жыл бұрын
It is available on the Plus 4 as well already
@bloodmapedit3 жыл бұрын
Attack of the PETSCII Robots by 8-Bit Guy might challenge this Best C64 Petscii game though.....
@bloodmapedit3 жыл бұрын
Monstro Giganto is also a pretty cool PITski game.
@zoesdada89234 жыл бұрын
Sounds like a daft punk song
@nofka772 жыл бұрын
What a fantastic music with great sound effects! Love it so much!
@bloodmapedit4 жыл бұрын
Indeed the bist pitscii game.
@RedNifre3 жыл бұрын
Are there any 4k emulators that render PETSCII as vector graphics?