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#1 |
Senior Member
Join Date: Jan 2003
Location: Paris
Posts: 134
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Shadow of the Beast sprites/tiles
I am wondering: since Amiga didn't support bitmap mirror (ie: left/right inversion), did they have to store left and right image of each sprite frame?
Or could it be performed using blitter/cpu fast enough when player changed direction? |
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#2 |
TinkerTailorContentMaker
Join Date: Nov 2009
Location: Bedfordshire
Age: 45
Posts: 1,210
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I think it was flipped in realtime, I only say that because there seems to be slowdown when turning on the spot.
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#3 |
CaptainM68K-SPS France
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yes the frame rate pass from 50 fps to 25 fps, because the 68000 has to flip the sprites.
Since they are stored only facing left. |
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#4 |
Senior Member
Join Date: Jan 2003
Location: Paris
Posts: 134
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Thanks! I didn't know that.
Has it been improved in Beast 2 & Beast 3 ? It seems to turn around faster. |
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#5 |
CaptainM68K-SPS France
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To begin with and from the mouth of Martin Edmonson himself, Beast is not a well coded game.
So i guess that he did enhancements on the 2 sequels in term of coding. |
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#6 |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,860
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I'd argue that SotB 3 is probably one of the most technically impressive games on miggy. Improves on the original by having 8-way scrolling, more stuff going on at once without a slow down and I believe the main character turns left/right without any visible delay. SotB 1 had the edge on artwork though on outside levels, mainly the backgrounds and colour choices, but that's all.
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#7 |
Amiga warrior
Join Date: Jul 2017
Location: Australia
Posts: 64
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#8 | |
CaptainM68K-SPS France
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Quote:
![]() Read : there was "space" to make the game code even better ![]() |
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#9 |
Amiga warrior
Join Date: Jul 2017
Location: Australia
Posts: 64
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So the Amiga is capable of even more than the jaw-dropping SOTB. Obviously we know that already ;-)
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