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Space Gun

1,214 bytes added, 02:54, 20 August 2011
The playfield also use some raster which are quite similar to the Arcade... but sadly this simply displays even more the unmasked tiles/characters from the sprites. could have been better provided the sprites were properly 4bpp coded as the "raster ink" would be used as a "sort of a mask".
 
== Plus Features ==
 
*HardSprites : used for the title page (golden/yellow logo) and for the visor and bullets, also for the Scanner/Radar at bottom of screen HUD... those visor and scanner use some ink rotation.
 
*HardScrolling : not confirmed.
 
*Palette : this game clearly uses colours unavailable to old Amstrad CPC palette.
 
*DMA sound channels : the sounds are minimalist... the game even do not features the Spectrum128/Atari ST chiptune (which is quite good) so it is most probable the DMA channel weren't used.
 
*Raster interrupts : one Bitmap ink is used to display some raster effets, actually even betterly done as on the 16bit Atari ST/Amiga versions, and closer to the Arcade version. sadly, as said before, this just displays even more the non-masked attributes from the sprites (with a lot of diagonal designs...)
 
*Others :
 
**multiloadings are used as the game must be quite heavy on memory requirements. on cartridge, this game properly done would even have needed 256K or even 512K ROM cartridge. As a result only the 6128 config can play this (with no ROM).
 
** the cinematic screens looks a lot like the C64 version ones but more coloured and with a bit less attributes limitation remains.
== Links ==
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