joefish wrote:Byte me:
That's still pretty impressive though, even with the extra chips added to the Amstrad. The lo-rez trees suggest to me massively expanded sprites, and I don't have the big red dragon and other stuff in mine. Though that's really just the tree layer re-purposed for a different job, and even the Amiga version re-loads big graphics like that along the way.
Claiming it's just a demo is hardly a detriment though; the original game was little more than a demo. What would kill it is as a viable game are things that affect some of the ST demos, like colour switches that would prevent the player sprite from jumping up above their current level, but that's probably not an issue here.
grobda wrote:on bbc micro too (little bit of extra hardware ); https://www.youtube.com/watch?v=TYb7XjnMsaA
SOTB might look pretty but its a crap game, I think the Atari lynx has the most playable version (and no minute wait to read the same message whenever you change zones) https://www.youtube.com/watch?v=nL2iXkT9yVY
grobda wrote:SOTB might look pretty but its a crap game, I think the Atari lynx has the most playable version (and no minute wait to read the same message whenever you change zones) https://www.youtube.com/watch?v=nL2iXkT9yVY
Zarchos wrote: X68000 version looks great (graphics) and at least there are more than 5 'phases' to the animation.
On the Amiga, and also in this CPC+ demo, the beast looks like a crippled animal with wooden legs and iron knees.
Sturm wrote:Just look :
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ASIC: Support for sprites, soft scrolling, programmable interrupts, DMA Sound
Depth: 12-bit RGB
Colours available: 4096
Maximum colours onscreen: 32 (16 for background, 15 for sprites, 1 for border)
Maximum onscreen colour counts can be increased in all Modes through the use of interrupts.
Number: 16 high resolution sprites per line
Sizes: 16x16 (each sprite can be magnified 2x or 4x in X and Y)
Colours: Each sprite can use up to 15 colours
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This is a demo - not a POC for a game. A game with such quality (on sound and parallax scrollings) is not possible.
Part of the demo is cheating.
Think about it: a small one-screen intro... on a 512KB cardridge!?
As the best example, all played notes from the original MOD were generated and saved to rom: 368KB!
More than 1/3 of cputime during the show is spent by copying samples from rom to ram to be played.
Others cheats are: 52KB (out of 64KB) ram dedicated to screen (incl. 16KB just for the small wall scroll at bottom),
generated code in rom for balloons and moon, generated code for delta-packing animations in sprite,...
512KB were full quickly!
Part of the demo is not cheating.
From the nfo: promote Amstrad GX4000 as one of the most powerful 8bit platforms.
That's it: GX4000 is just too powerful! ;)
There's no cheat there, I'm using standard features from the hardware:
* dma-AY on 3 channels
* 4096 colors - palette: 16 for background + 15 for sprites
* colorful sprites - which are zoom-able (watch those trees)
* 1-pixel H/V scroll
* splitscreens & programmable scanline interruptions
From the nfo again: that's an easy job to show that GX4000 is not the crap most of people were lauhging at.
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