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#241 | |||
Registered User
Join Date: Aug 2010
Location: Italy
Posts: 880
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Last edited by saimo; Today at 10:31. |
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#242 | |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,690
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Quote:
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#243 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,264
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Yep, looks a lot nicer than the C64 version:
[ Show youtube player ]
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#244 | |
Registered User
Join Date: May 2023
Location: Norwich
Posts: 493
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Quote:
It's obviously not as colourful as the Amstrad version (or C64 Last Ninja 2 for that matter). I guess that's down to the complexity of arranging the colours because isometric objects don't line up nicely with the colour attributes. Still it shows that using sprites and masking them manually can be efficient. |
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#245 |
Registered User
Join Date: Aug 2010
Location: Italy
Posts: 880
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@TCD
Indeed. From the video, I see that the C64 version uses for the background only 4 colors per room, so I wonder if the multicolor character mode has been used, instead of the bitmap mode, which would have allowed a lot more freedom for color placement (I can't check as I don't have access to a computer now). Anyway, even with the bitmap graphics mode, maybe the Amstrad CPC version couldn't be matched, as its bitmap mode allows complete freedom (the "maybe" is due only to the fact that, at first glance, the Amstrad CPC version keeps the very clean graphics style, without cramming too many differently-colored pixels together). |
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#246 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,690
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Yes it has, but still it COULD of have 1 individual colour per each 8x8 block, which they didn't use for some reason and went for same 4 colours on the whole room. It is static screen so this should be of absolutely no performance consequence. Still CPC has an advantage here of using more colours. Nice game too.
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#247 | ||
Registered User
Join Date: May 2023
Location: Norwich
Posts: 493
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Quote:
I do think the C64 version could have been pushed further if the sprites had been used for characters/ enemies. As I said I remember have a long chat with TMR about it back in the day and he reckoned the savings would've been enough to restore those altered rooms (and add a splash of colour). I couldn't persuade him to try and have a go though ![]() Quote:
On the Amstrad, that's easy because all objects can use any of the 16 colours and it doesn't matter how they overlap. On the C64 you have to deal with the fact the pretty much every block is going to be partially overlapping with another one. So either you make them share the same colours, favour the colour of one block over another (creating attribute clash like issues) or somehow try to arrange things such that blocks always overlap with "safe" colour combos (which is difficult to guarantee). |
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