28 September 2019, 07:09 | #1 |
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C64 Boulder Dash should've blown away the Atari 8-Bit original
So Boulder Dash on Atari is limited to five colours on-screen max, although they can be any one of 128 colours each from the palette, right? But the C64 is unlimited in its graphical scope and that in lo-res and hi-res mixed, all 16 colours can be prominently featured, with the only limitation being a max of three colours (and transparency) in each 4x8 lo-res character, right?
In that case, I wonder why, when they converted the game to C64, didn't they just assign different colours to the boulders, diamonds, fireflies, butterflies, brick walls, Rockford, etc? It would've looked amazingly colourful and versatile and made the Atari version look like utter crap. Did they leave it for compatibility's sake? Or does the extra colour information eat up too much memory? I didn't think the latter mattered. Or has this been done already? I haven't seen anything, but then I wouldn't know what to search for. |
28 September 2019, 08:25 | #2 | |
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So, effectively you have three colors shared for the whole screen, with only only one unique color per character. |
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28 September 2019, 08:36 | #3 |
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hmm, thought you can change individually the background color too - at least with some assembly trick (might be too slow for gaming, hence is mostly used on display of pictures)
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28 September 2019, 08:42 | #4 |
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Yes, all the shared colors can be changed with raster tricks, but I thought I'd keep the explanation simple
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28 September 2019, 10:01 | #5 |
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28 September 2019, 12:15 | #6 |
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More colours doesnt necessarily equal better looking graphics.
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28 September 2019, 17:53 | #7 | |
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28 September 2019, 20:19 | #8 |
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Same limitations apply if the game runs in character mode (which it most likely does), even if it's only in lores. When using bitmap mode, the usual shared background + three unique colors per character block apply.
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28 September 2019, 21:50 | #9 |
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28 September 2019, 22:53 | #10 |
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