Difference between revisions of "Games"
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+ | Most good CPC games use the page-flipping technique in order to display sprites and/or scroll the playing area smoothly. In especial, two memory areas (instead of one) are reserved for the screen ram. In each frame, one of the two screens is displayed in turn, by using the hardware (CRTC). At the same time, the next frame is being drawn in the non-visible screen until the next frame fly back signal. Then, the same cycle continues on and on for (each) next frame. | ||
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+ | The big advantage of this technique is that we can use a whole frame's machine-time for our code (with no animation problems that arrise when we alter screen ram at the same time the electron beam displays it on the monitor). On the other hand, page flipping eats up a lot of memory area (which is crucial especially for 64Kb machines). | ||
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Hardware Scrolling | Hardware Scrolling |
Revision as of 10:40, 17 February 2007
All-time top games
Article moved here
Software Houses
- Alligata Software
- AMSOFT
- Anco Software
- Anirog
- Ariola Soft
- Beau Jolly
- Cobra Soft
- Codemasters
- CRL
- CRONOSOFT
- Digital Integration
- Dinamic
- DMV
- Domark
- Durell
- Electric Dreams
- Electronic Arts
- Elite Systems
- Epyx
- Firebird
- ERE Informatique
- Grandslam
- Gremlin Graphics
- Hewson
- Hi-Tec Software
- Image Works
- Imagine
- Incentive
- Infocom
- Infogrames
- Konami
- Krisalis
- Kuma Computers
- Loriciel
- Lankhor
- Leisure Genius
- Level 9
- Magic Bytes
- Magnetic Scrolls
- Martec
- Mastertronic
- MBC
- Melbourne House
- Microids
- Microprose
- Microstyle
- Mikro-Gen
- Mindscape
- Mirrorsoft
- New Age Software
- Ocean
- Opera Soft
- Palace Software
- Players
- PSS
- Psygnosis
- Radical Software
- Rainbird
- Rainbow Arts
- Silmarils
- System 3
- The Edge
- Titus Software
- Topo Soft
- Tynesoft
- Ubi Soft
- Ultimate Play The Game
- US Gold
- Virgin
- Vortex Software
- Weeske
- Zeppelin Games
- Zigurat
Games Which use hardware tricks (on old generation cpcs)
Useful if you want to dissect games to work out how they did it.
Please move to somewhere more appropiate
Page Flipping
Most good CPC games use the page-flipping technique in order to display sprites and/or scroll the playing area smoothly. In especial, two memory areas (instead of one) are reserved for the screen ram. In each frame, one of the two screens is displayed in turn, by using the hardware (CRTC). At the same time, the next frame is being drawn in the non-visible screen until the next frame fly back signal. Then, the same cycle continues on and on for (each) next frame.
The big advantage of this technique is that we can use a whole frame's machine-time for our code (with no animation problems that arrise when we alter screen ram at the same time the electron beam displays it on the monitor). On the other hand, page flipping eats up a lot of memory area (which is crucial especially for 64Kb machines).
Hardware Scrolling
- R3 used to make an approximate byte lenght horizontal scroll (not really smooth)
- R5 used to make smoother vertical scroll (1 line)
Title | Year | Vertical | Horizontal | R3 | R5 | Confirmed |
Action Force | 1988 | No | Yes | No | No | Yes |
Anarchy | 1988 | No | Yes | No | No | |
Axys | 1991 | Yes | No | No | Yes | Yes |
Bob Morane Science Fiction | 1987 | Yes | Yes | No | No | |
Builderland | 1991 | No | Yes | No | No | |
FlySpy | 1986 | Yes | Yes | No | No | |
Fusion 2 | 1988 | No | Yes | No | No | |
Gothic | 1988 | Yes | Yes | No | No | |
Ghosts 'n' Goblins | 1986 | No | Yes | No | No | |
Jinks | 1988 | No | Yes | Yes | No | Yes |
Killer Cobra | 1987 | No | Yes | Yes | No | Yes |
Led Storm | 1988 | Yes | No | No | Yes | Yes |
Legend of Kage | 1986 | Yes | Yes | Yes | Yes | |
Le 5eme Axe | 1985 | Yes | Yes | No | No | |
Mission Genocide | 1987 | Yes | No | No | Yes | Yes |
Monty Python's Flying Circus | 1990 | Yes | Yes | No | No | Yes |
Octoplex | 1989 | Yes | Yes | No | Yes(?) | Yes |
Paraplane | 1992 | Yes | Yes | No | No | |
Prehistorik 2 | 1992 | Yes | Yes | Yes | Yes | Yes |
Prohibition | 1987 | Yes | Yes | No | No | |
Rick Dangerous 2 | 1990 | No | Yes | No | No | |
Roland On the Ropes | 1984 | Yes | Yes | No | No | |
Sentinel (The) | 1987 | Yes | Yes | No | No | Yes |
Skate Ball | 1989 | No | Yes | No | No | Yes |
Skate Rock | 1987 | No | Yes | No | No | Yes |
Skate Wars | 1990 | No | Yes | No | Yes | Yes |
Star Avenger | 1984 | No | Yes | No | No | |
Stryker In The Crypt Of Trogan | 1992 | Yes | Yes | No | No | |
Super Cauldron | 1992 | Yes | Yes | Yes | Yes | Yes |
Titan | 1988 | Yes | Yes | No | No | |
Ultima Ratio | 1987 | Yes | No | No | Yes | Yes |
Warhawk | 1987 | Yes | No | No | Yes | Yes |
Rupture
A technique to split the screen into more than one block vertically. (independant videoram offset) Used to hardware scroll one part of the screen while another is static.
Title | Year | Confirmed |
Action Force | 1988 | Yes |
Axys | 1991 | Yes |
Dynamic Duo | ||
Enlightenment: Druid 2 | ||
Grell and Falla | ||
Mission Genocide | 1987 | Yes |
Octoplex | 1989 | Yes |
Prehistorik 2 | 1992 | Yes |
Skate Ball | 1989 | Yes |
Skatewars | 1989 | |
Snowstrike | ||
Super Cauldron | 1992 | Yes |
Turrican | 1990 | Yes |
Ultima Ratio | 1987 | Yes |
Usagi Yojimbo | ||
Xyphoes Fantasy | ||
Sol Negro(opera) | ||
Warhawk | 1987 | Yes |