Difference between revisions of "Games"
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Line 223: | Line 223: | ||
| ''Confirmed'' | | ''Confirmed'' | ||
|- | |- | ||
− | | [[ | + | | [[3D Stunt Rider]] |
| 1985 | | 1985 | ||
| No | | No | ||
Line 231: | Line 231: | ||
| Yes | | Yes | ||
|- | |- | ||
− | | [[ | + | | [[Action Force]] |
| 1988 | | 1988 | ||
| No | | No | ||
Line 239: | Line 239: | ||
| Yes | | Yes | ||
|- | |- | ||
− | | [[ | + | | [[The Amazing Shrinking Man|Amazing Shrinking Man (The)]] |
+ | | 1986 | ||
+ | | Yes | ||
+ | | Yes | ||
+ | | No | ||
+ | | No | ||
+ | | Yes | ||
+ | |- | ||
+ | | [[Anarchy]] | ||
| 1988 | | 1988 | ||
| No | | No | ||
Line 246: | Line 254: | ||
| No | | No | ||
|- | |- | ||
− | | [[ | + | | [[Axys]] |
| 1991 | | 1991 | ||
| Yes | | Yes | ||
Line 254: | Line 262: | ||
| Yes | | Yes | ||
|- | |- | ||
− | + | | [[BMX Kidz]] | |
− | | [[ | + | |
| 1988 | | 1988 | ||
| No | | No | ||
Line 263: | Line 270: | ||
| Yes | | Yes | ||
|- | |- | ||
− | + | | [[Bob Morane Science Fiction]] | |
− | | [[ | + | |
| 1987 | | 1987 | ||
| Yes | | Yes | ||
Line 271: | Line 277: | ||
| No | | No | ||
|- | |- | ||
− | + | | [[Boulder Dash]] | |
− | | [[ | + | |
| 1984 | | 1984 | ||
| Yes | | Yes | ||
Line 280: | Line 285: | ||
| Yes | | Yes | ||
|- | |- | ||
− | + | | [[Builderland]] | |
− | | [[ | + | |
| 1991 | | 1991 | ||
| No | | No | ||
Line 288: | Line 292: | ||
| No | | No | ||
|- | |- | ||
− | + | | [[Canadair]] | |
− | | [[ | + | |
| 1987 | | 1987 | ||
| No | | No | ||
Line 297: | Line 300: | ||
| Yes | | Yes | ||
|- | |- | ||
− | | [[ | + | | [[Cyborgs]] |
| 1991 | | 1991 | ||
| Yes | | Yes | ||
Line 305: | Line 308: | ||
| Yes | | Yes | ||
|- | |- | ||
− | + | | [[Doctor Who and the Mines of Terror]] | |
− | | [[Doctor Who | + | |
| 1986 | | 1986 | ||
| Yes | | Yes | ||
Line 314: | Line 316: | ||
| Yes | | Yes | ||
|- | |- | ||
− | + | | [[Energy Warrior]] | |
− | | [[ | + | |
| 1987 | | 1987 | ||
| No | | No | ||
Line 323: | Line 324: | ||
| Yes | | Yes | ||
|- | |- | ||
− | + | | [[FlySpy]] | |
− | | [[ | + | |
| 1986 | | 1986 | ||
| Yes | | Yes | ||
Line 331: | Line 331: | ||
| No | | No | ||
|- | |- | ||
− | | [[ | + | | [[Fusion 2]] |
| 1988 | | 1988 | ||
| No | | No | ||
Line 338: | Line 338: | ||
| No | | No | ||
|- | |- | ||
− | | [[ | + | | [[Gothic]] |
| 1988 | | 1988 | ||
| Yes | | Yes | ||
Line 345: | Line 345: | ||
| Yes | | Yes | ||
|- | |- | ||
− | | [[ | + | | [[Ghosts 'n' Goblins]] |
| 1986 | | 1986 | ||
| No | | No | ||
Line 353: | Line 353: | ||
| Yes | | Yes | ||
|- | |- | ||
− | + | | [[Ghouls 'n' Ghosts]] | |
− | | [[ | + | |
| 1989 | | 1989 | ||
| No | | No | ||
Line 362: | Line 361: | ||
| Yes | | Yes | ||
|- | |- | ||
− | + | | [[Into The Eagle's Nest]] | |
− | | [[ | + | |
| 1987 | | 1987 | ||
| Yes | | Yes | ||
Line 371: | Line 369: | ||
| Yes | | Yes | ||
|- | |- | ||
− | + | | [[Jinks]] | |
− | | [[ | + | |
| 1988 | | 1988 | ||
| No | | No | ||
Line 380: | Line 377: | ||
| Yes | | Yes | ||
|- | |- | ||
− | | [[ | + | | [[Killer Cobra]] |
| 1987 | | 1987 | ||
| No | | No | ||
Line 388: | Line 385: | ||
| Yes | | Yes | ||
|- | |- | ||
− | | [[ | + | | [[Led Storm]] |
| 1988 | | 1988 | ||
| Yes | | Yes | ||
Line 396: | Line 393: | ||
| Yes | | Yes | ||
|- | |- | ||
− | | [[ | + | | [[Legend of Kage]] |
| 1986 | | 1986 | ||
| Yes | | Yes | ||
Line 403: | Line 400: | ||
| Yes | | Yes | ||
|- | |- | ||
− | | [[ | + | | [[Leviathan]] |
| 1987 | | 1987 | ||
| Diagonal | | Diagonal | ||
Line 411: | Line 408: | ||
| Yes | | Yes | ||
|- | |- | ||
− | | [[ | + | | [[Le 5eme Axe]] |
| 1985 | | 1985 | ||
| Yes | | Yes | ||
Line 418: | Line 415: | ||
| No | | No | ||
|- | |- | ||
− | | [[ | + | | [[Mission Genocide]] |
| 1987 | | 1987 | ||
| Yes | | Yes | ||
Line 426: | Line 423: | ||
| Yes | | Yes | ||
|- | |- | ||
− | | [[ | + | | [[Monty Python's Flying Circus]] |
| 1990 | | 1990 | ||
| Yes | | Yes | ||
Line 434: | Line 431: | ||
| Yes | | Yes | ||
|- | |- | ||
− | | [[ | + | | [[Octoplex]] |
| 1989 | | 1989 | ||
| Yes | | Yes | ||
Line 442: | Line 439: | ||
| Yes | | Yes | ||
|- | |- | ||
− | | [[Out | + | | [[Out of This World]] |
| 1987 | | 1987 | ||
| No | | No | ||
Line 450: | Line 447: | ||
| Yes | | Yes | ||
|- | |- | ||
− | | [[ | + | | [[Paraplane]] |
| 1992 | | 1992 | ||
| Yes | | Yes | ||
Line 457: | Line 454: | ||
| No | | No | ||
|- | |- | ||
− | | [[ | + | | [[Plate-Forme]] |
| 1988 | | 1988 | ||
| No | | No | ||
Line 465: | Line 462: | ||
| Yes | | Yes | ||
|- | |- | ||
− | | [[ | + | | [[Prehistorik 2]] |
| 1992 | | 1992 | ||
| Yes | | Yes | ||
Line 473: | Line 470: | ||
| Yes | | Yes | ||
|- | |- | ||
− | | [[ | + | | [[Prohibition]] |
| 1987 | | 1987 | ||
| Yes | | Yes | ||
Line 481: | Line 478: | ||
| Yes | | Yes | ||
|- | |- | ||
− | + | | [[Realm!]] | |
− | | [[ | + | |
| 1987 | | 1987 | ||
| Yes | | Yes | ||
Line 490: | Line 486: | ||
| Yes | | Yes | ||
|- | |- | ||
− | + | | [[The Return of the Jedi|Return of the Jedi (The)]] | |
− | | [[Return of the Jedi | + | |
| 1989 | | 1989 | ||
| Diagonal | | Diagonal | ||
Line 499: | Line 494: | ||
| Yes | | Yes | ||
|- | |- | ||
− | + | | [[Rick Dangerous 2]] | |
− | | [[ | + | |
| 1990 | | 1990 | ||
| No | | No | ||
Line 507: | Line 501: | ||
| No | | No | ||
|- | |- | ||
− | | [[ | + | | [[Rig Attack]] |
| 1985 | | 1985 | ||
| No | | No | ||
Line 515: | Line 509: | ||
| Yes | | Yes | ||
|- | |- | ||
− | + | | [[Roland on the Ropes]] | |
− | + | ||
− | | [[Roland | + | |
| 1984 | | 1984 | ||
| Yes | | Yes | ||
Line 524: | Line 516: | ||
| No | | No | ||
|- | |- | ||
− | | [[ | + | | [[The Sentinel|Sentinel (The)]] |
| 1987 | | 1987 | ||
| Yes | | Yes | ||
Line 532: | Line 524: | ||
| Yes | | Yes | ||
|- | |- | ||
− | | [[ | + | | [[Skate Ball]] |
| 1989 | | 1989 | ||
| No | | No | ||
Line 540: | Line 532: | ||
| Yes | | Yes | ||
|- | |- | ||
− | | [[ | + | | [[Skateboard Kidz]] |
| 1988 | | 1988 | ||
| Yes | | Yes | ||
Line 548: | Line 540: | ||
| Yes | | Yes | ||
|- | |- | ||
− | | [[ | + | | [[Skate Rock]] |
| 1987 | | 1987 | ||
| No | | No | ||
Line 556: | Line 548: | ||
| Yes | | Yes | ||
|- | |- | ||
− | | [[ | + | | [[Skate Wars]] |
| 1990 | | 1990 | ||
| No | | No | ||
Line 564: | Line 556: | ||
| Yes | | Yes | ||
|- | |- | ||
− | | [[ | + | | [[Sly Spy Secret Agent]] |
| 1990 | | 1990 | ||
| Yes | | Yes | ||
Line 572: | Line 564: | ||
| Yes | | Yes | ||
|- | |- | ||
− | | [[ | + | | [[Star Avenger]] |
| 1984 | | 1984 | ||
| No | | No | ||
Line 579: | Line 571: | ||
| No | | No | ||
|- | |- | ||
− | + | | [[Street Machine]] | |
− | | [[ | + | |
| 1986 | | 1986 | ||
| Yes | | Yes | ||
Line 588: | Line 579: | ||
| Yes | | Yes | ||
|- | |- | ||
− | + | | [[Striker in the Crypts of Trogan]] | |
− | | [[ | + | |
| 1992 | | 1992 | ||
| Yes | | Yes | ||
Line 596: | Line 586: | ||
| No | | No | ||
|- | |- | ||
− | | [[ | + | | [[Super Cauldron]] |
| 1992 | | 1992 | ||
| Yes | | Yes | ||
Line 604: | Line 594: | ||
| Yes | | Yes | ||
|- | |- | ||
− | + | | [[Titan]] | |
− | | [[ | + | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
| 1988 | | 1988 | ||
| Yes | | Yes | ||
Line 621: | Line 601: | ||
| No | | No | ||
|- | |- | ||
− | |||
| [[T.L.L. - Tornado Low Level|Tornado Low Level]] | | [[T.L.L. - Tornado Low Level|Tornado Low Level]] | ||
| 1985 | | 1985 | ||
Line 630: | Line 609: | ||
| Yes | | Yes | ||
|- | |- | ||
− | | [[ | + | | [[Ultima Ratio]] |
| 1987 | | 1987 | ||
| Yes | | Yes | ||
Line 638: | Line 617: | ||
| Yes | | Yes | ||
|- | |- | ||
− | + | | [[Vector Ball]] | |
− | + | ||
− | | [[ | + | |
| 1988 | | 1988 | ||
| Diagonal | | Diagonal | ||
Line 648: | Line 625: | ||
| Yes | | Yes | ||
|- | |- | ||
− | + | | [[Warhawk]] | |
− | | [[ | + | |
| 1987 | | 1987 | ||
| Yes | | Yes | ||
Line 657: | Line 633: | ||
| Yes | | Yes | ||
|- | |- | ||
− | + | | [[Xeno]] | |
− | | [[ | + | |
| 1986 | | 1986 | ||
| No | | No | ||
Line 665: | Line 640: | ||
| No | | No | ||
| Yes | | Yes | ||
− | |||
− | |||
|} | |} | ||
Revision as of 16:43, 14 July 2012
This page covers important facts concerning the Amstrad CPC/Plus games.
With a list of Software houses, and the various and notable technics used in well known games.
For a more complete list of games or game related topics, check the "category:games" (and all its subcategories) at the bottom of this page.
Contents
All-time top games
Article moved here
Software Houses
- A&F Software
- Activision
- Advanced Software Promotions
- Alligata Software
- Alternative Software
- Americana
- AMSOFT
- Anco Software
- Anirog
- Argus Press Software
- Ariolasoft
- Artic Computing
- Atlantis Software
- Beau Jolly
- Blaby Computer Games
- Blue Ribbon
- Bubble Bus Software
- Bug-Byte
- Byte Back
- Cascade Games
- CDS Software
- Cobra Soft
- Codemasters
- CP Software
- CRL
- Cronosoft
- Cult
- Database Software
- Data Media
- Delta Software
- Design Design
- Digital Integration
- Dinamic
- DMV
- Domark
- Dro Soft
- Durell
- Edisoft
- Electric Dreams
- Electronic Arts
- Elite Systems
- Epyx
- Firebird
- ERE Informatique
- Grandslam
- Gremlin Graphics
- Hewson
- Hi-Tec Software
- Iber Software
- Image Works
- Imagine
- Incentive
- Indescomp
- Infocom
- Infogrames
- Interceptor Software
- Kixx
- Konami
- Krisalis
- Kuma Computers
- Loriciels
- Lankhor
- Leisure Genius
- Level 9
- Magic Bytes
- Magnetic Scrolls
- Martech
- Mastertronic
- MBC
- Melbourne House
- Microids
- Microprose
- Microstyle
- Mikro-Gen
- Micro Power Ltd.
- Mindscape
- Mirrorsoft
- New Age Software
- Ocean
- Opera Soft
- Palace Software
- Players
- PSS
- Psygnosis
- Radical Software
- Rainbird
- Rainbow Arts
- Romik
- Silmarils
- Silverbird
- Software Projects
- System 3
- The Edge
- The Power House
- Titus Software
- Topo Soft
- Tynesoft
- Ubi Soft
- Ultimate Play The Game
- US Gold
- Virgin Games
- Vortex Software
- Weeske
- WoW Software
- Zeppelin Games
- Zigurat
Copy Protection
Loading music
Cassette
Loading from cassette effectively uses all the CPU's time because you have to keep checking the cassette signal to see if it has changed, and you use a CPU timing loop to calculate length of signal.
So to do music and other things during loading requires precise timing. The C64 effectively had interrupt driven loading music and the serial chip handled clocking in of the data bits and signalled an interrupt when the byte of data was ready.
I think only Firebird games had loading music on cassette. The music was composed by Melvyn Wright (www.melright.com). The music data was embeded into the data on cassette. The data was read as a group of 3 bits and 8 data bits. The 3 bits determined if the 8 data bits were for data or for music.
This list is not complete, please add more. Will upload YM of the loading music soon.
Game | Loading music |
Booty | |
Comet Game (The) | Media:Comet_game_(the)-loader.ym |
Harvey Headbanger | Media:Harvey_headbanger-loader.ym |
Thrust | Media:Thrust.ym |
Spiky Harold | Media:Spiky_harold-loader.ym |
Disc
The disc system on the Amstrad is "polled" which means the CPU has to keep checking if the FDC (NEC765) has more data to read/write. On the C64 the disc system is interrupt driven.
So to do music while loading requires careful timing and often the use of very small sectors (128bytes).
ZapTBalls
The Demo
5KB Demo 3
Midline Process
Orion Prime
Batman Forever
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 particular, 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 (exactly by changing the screen-offset, Reg 12 and 13 of the 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 is repeated for each following 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 arise 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). This explains why a lot of games have very small game-areas !
Hardware Scrolling
Hardware scrolling is performed by changing the CRTC registers 12 and 13 (start address).
The scrolling is normally 1 CRTC char (4 mode 0 pixels, 8 mode 1 pixels or 16 mode 2 pixels) in the horizontal and 1 char line (scroll amount dependant on R9 - Max raster but normally 8 scanlines) vertically.
Horizontal scrolling can be made smoother by using R3 (Hsync Width) and makes the scrolling effectively half a CRTC char (2 mode 0 pixels, 4 mode 1 pixels, 8 mode 2 pixels). This effect works well on Amstrad monitors but produces a black and white image on a MP-2 modulator because of the adjusted HSYNC timing.
Vertical scrolling can be made smoother by using R5 (Vertical Adjust) in combination with Rupture/Splitting to make perfect 1 scanline vertical scrolling. This works on all monitors.
This following is a list of games using hardware scrolling:
Title | Year | Vertical | Horizontal | R3 | R5 | Confirmed |
3D Stunt Rider | 1985 | No | Yes | No | No | Yes |
Action Force | 1988 | No | Yes | No | No | Yes |
Amazing Shrinking Man (The) | 1986 | Yes | Yes | No | No | Yes |
Anarchy | 1988 | No | Yes | No | No | |
Axys | 1991 | Yes | No | No | Yes | Yes |
BMX Kidz | 1988 | No | Yes | No | No | Yes |
Bob Morane Science Fiction | 1987 | Yes | Yes | No | No | |
Boulder Dash | 1984 | Yes | Yes | No | No | Yes |
Builderland | 1991 | No | Yes | No | No | |
Canadair | 1987 | No | Yes | No | No | Yes |
Cyborgs | 1991 | Yes | Yes | Yes | Yes | Yes |
Doctor Who and the Mines of Terror | 1986 | Yes | Yes | No | No | Yes |
Energy Warrior | 1987 | No | Yes | No | No | Yes |
FlySpy | 1986 | Yes | Yes | No | No | |
Fusion 2 | 1988 | No | Yes | No | No | |
Gothic | 1988 | Yes | Yes | No | Yes | |
Ghosts 'n' Goblins | 1986 | No | Yes | No | No | Yes |
Ghouls 'n' Ghosts | 1989 | No | Yes | No | No | Yes |
Into The Eagle's Nest | 1987 | Yes | Yes | No | No | Yes |
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 | |
Leviathan | 1987 | Diagonal | scroll! | No | No | 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 |
Out of This World | 1987 | No | Yes | Yes | No | Yes |
Paraplane | 1992 | Yes | Yes | No | No | |
Plate-Forme | 1988 | No | Yes | No | No | Yes |
Prehistorik 2 | 1992 | Yes | Yes | Yes | Yes | Yes |
Prohibition | 1987 | Yes | Yes | No | No | Yes |
Realm! | 1987 | Yes | Yes | No | No | Yes |
Return of the Jedi (The) | 1989 | Diagonal | scroll! | No | No | Yes |
Rick Dangerous 2 | 1990 | No | Yes | No | No | |
Rig Attack | 1985 | No | Yes | No | No | Yes |
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 |
Skateboard Kidz | 1988 | Yes | No | No | Yes | Yes |
Skate Rock | 1987 | No | Yes | No | No | Yes |
Skate Wars | 1990 | No | Yes | No | Yes | Yes |
Sly Spy Secret Agent | 1990 | Yes | Yes | No | No | Yes |
Star Avenger | 1984 | No | Yes | No | No | |
Street Machine | 1986 | Yes | Yes | No | No | Yes |
Striker in the Crypts of Trogan | 1992 | Yes | Yes | No | No | |
Super Cauldron | 1992 | Yes | Yes | Yes | Yes | Yes |
Titan | 1988 | Yes | Yes | No | No | |
Tornado Low Level | 1985 | Yes | Yes | No | No | Yes |
Ultima Ratio | 1987 | Yes | No | No | Yes | Yes |
Vector Ball | 1988 | Diagonal | scroll! | No | No | Yes |
Warhawk | 1987 | Yes | No | No | Yes | Yes |
Xeno | 1986 | No | Yes | No | No | Yes |
Rupture (or splitscreen)
A CRTC programming technique used to split the screen into more than one block vertically. This allows each block to reference different ram, or to hardware scroll one block while another is static. This list is not exhaustive.
Title | Year | Confirmed | |
Action Force | 1988 | Yes | |
Axys | 1991 | Yes | |
Dynamic Duo | |||
Energy Warrior | 1987 | Yes | |
Enlightenment: Druid 2 | |||
Grell and Falla | |||
Mission Genocide | 1987 | Yes | |
Octoplex | 1989 | Yes | |
Prehistorik 2 | 1992 | Yes | |
Skate Ball | 1989 | Yes | |
Skatewars | 1989 | ||
Skateboard Kidz | 1988 | Yes | |
Snowstrike | |||
Sol Negro(opera) | |||
Storm Warrior | 1989 | Yes | |
Super Cauldron | 1992 | Yes | |
Turrican | 1990 | Yes | |
Twin World (Ubi Soft) | 1990 | Yes | |
Ultima Ratio | 1987 | Yes | |
Usagi Yojimbo | 1988 | Yes | |
Warhawk | 1987 | Yes | |
Wonder Boy | 1987 | Yes | |
Xyphoes Fantasy |
Firmware
The following games are known to use firmware functions. This probably explains why they are poor. If the programmer had used the hardware directly they would have lots more cycles free which they could have used to make the game better.
This list is not exhaustive.
- Xevious