C64 Games memories - Thrust - Technical

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Martin Piper

Martin Piper

Күн бұрын

Пікірлер: 9
@oziphantom9465
@oziphantom9465 5 ай бұрын
for ascii mode it on the main memory view, from memory its T to switch to text mode, or some other key switches it through about 3 different display modes
@oziphantom9465
@oziphantom9465 5 ай бұрын
at 41mins, ICU=64 shows blue for execute and fades the code values, and you can adjust the fade speed to make it slower.
@LogrusUK
@LogrusUK 5 ай бұрын
1:25! Woo-hoo!
@NorthWay_no
@NorthWay_no 5 ай бұрын
Three points you could perhaps elaborate on: a) The infamous Zzap!64 version - do a comparison if you can get ahold of it? b) Why does the music stutter when the attract mode switches? c) Would a 2MHz C= 128 patch make it feel different?
@MartinPiper6502
@MartinPiper6502 5 ай бұрын
I wondered about the music too. The music seems to be called regularly each frame during the transition. It needs more investigation. I cannot find the Zzap version, apparently it didn't have music however. The rendering is often completed in a single frame, so perhaps no much benefit to a C128 version.
@oziphantom9465
@oziphantom9465 5 ай бұрын
Green = Red, Red = Write, Yellow = Read+Write
@simonscott1121
@simonscott1121 5 ай бұрын
Ive always wondered why the music pauses while the attract mode is changing.
@JasonOakley
@JasonOakley 5 ай бұрын
Any idea how they draw a line in 2 sprites for the anchor between the ship and payload its carrying then spin it around the ship correctly?
@MartinPiper6502
@MartinPiper6502 5 ай бұрын
Upon initial glance, it looks like Bresenham's line algorithm, since the line is a single pixel wide then only two sprites are needed. There doesn't need to be a third sprite to cover the middle pixels. Drawing to sprite graphics data is conceptually no different to drawing to character based graphics data, it's just that the pixel layout is different.
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