Changes

Space Gun

42 bytes added, 03:14, 20 August 2011
/* Plus Features */
== Plus Features ==
*'''HardSprites : ''' used for the title page (golden/yellow logo, to get easier extra colours and ink cycling) and for the visor and bullets, also for the Scanner/Radar at bottom of screen HUD... those visor and scanner use some ink rotation/cycles. the Hardsprites are all magnified in pseudo Mode0 ( X=4 and Y=1). Visor uses 2 Haardsprites with some colour cycles, bullets use 2 HardSprites slots per frames (6 frames, so 12 slots) and Radar uses 2 Sprites with colour cycles too. Those sprites are all magnified into pseudo Mode0 sized pixels (X=4 and Y=1).
*'''HardScrolling : ''' not confirmed. Being a character based graphic engine, it is quite probable that the exact ZX Spectrum routines were used.
*'''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 on the Mode0 part of the screen is used to display some raster effects, 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...). When not "Software attribute based sprites" are displayed, the games manages to look quite good.
*'''Mode change : ''' the texts during Menu page or cinematics, and the upper HUD (top of the screen) are in Mode2 (1bpp) while the rest is in mode0 (4bpp). Despite being Mode2, the letters (characters) used 16 pixels and could have been done in mode1. This part seem to slightly bug on emulator.
*'''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 The '''cinematic screens looks ''' look a lot like the C64 version ones but more coloured and with a bit less attributes limitation remains.
** the The "find graphics" option on WinApe enables to find the graphics for the 2nd player's HUD... but this multiplayer feature is simply disabled, so just those graphics just became a waste of RAM.
== Links ==
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