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Old 04 September 2013, 21:42   #19
ComputingData
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Join Date: May 2011
Location: United Kingdom
Posts: 42
Just my extra 2 cents regarding using dual playfield:

Running 6 bitplanes takes a lot away from you time-wise. I'd say use 4 and use hardware sprites behind to do a different background to the original - but still parallax. Reuse the hardware sprites to do a score line, etc that's superimposed over the foreground. It will easily fit in 512k if you use paletted objects with each having custom blit routines for various object types. It will easy run at 60hz if you use a barrel scroll, anything else and I have doubts.

I'd say you can't do an exact clone, but an 'artistic impression' of the game could be pretty good, even better than the original.
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