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Speccy Port

555 bytes added, 15:23, 24 September 2012
/* Attribute/Character based Sprites and Animation */
The problem then comes down to is that the graphics with a lower priority then takes the colour of the higher priority graphics.
Such games had no smooth movement of sprites. The sprite moved "character per character". As such the sprites are often unmasked, being not really more than "tile-mapped". This meant the sprites had to actually fill the character tile or there would be artifacts introduced for the unmasked character's corner.
This was a "good" other way to get rid of Attributes Clashes and having actual "colours" on ZX Spectrum. But some speccy ports were then emulating the attribute system, which can be quite bad because CPC in Mode1 has half the colours the Speccy has.
*'''R-Type''': the background has a smooth scrolling while the sprites are fixed character grid based. The engine was keepted in R-Type128 modern remake. *'''Space gun''': this game was even released for Amstrad PLUS... Although coming very late in the CPC era is not really good and was probably rushed to the release.  Yet the Character based engine enabled enormous sprites - but lacked smooth movement. Such a technique was actually used for quite a fair amount of Mode0 games. This is not "Speccy port" but it is good to to mention, as it was a common game design technique for both machines. *'''AMC (Astro Marines corps)''': speccy version has no attribute clashes and is great. Amstrad version is in Mode0, feature multiscroll effect and remains fast. *'''Satan''': this one is like R-Type, but the sprite layer is masked, so the game is monocolour on Spectrum. Still the Character system for the sprite has the advantage of giving good speed. The CPC version is fully in Mode0 and great, still the engine is clearly shared with speccy.
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