thank you
Iapetus
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Thank you so much for your words and support. Yes there are more and more games using hires on the c64. I do love all the other C64 graphic styles too. Sometimes people seem to associate hires c64 games with the ZX Spectrum and don't like it but even if the game looks similar in a way because of hires things can be very different in terms of how the graphics are handled by the hardware, for example in this game, the resolution is 320x200 pixels, that is 40x25 characters in a screen, so in this game most levels won't fit in the smaller 256x192(32x24 characters) speccy screen, the levels need to be adapted. Also I am using hires character mode on the c64 which doesn't exist on the speccy, what's the difference then? well on the c64 this mode uses 2k for the charset and 1000 bytes for the screen data, this is 3k, on the spectrum it would use 6kb for the bitmap screen and 2 kb for the character set, so it would be 8k, here there is a difference of 5kb and the c64 screen is bigger as I mentioned previously, so the c64 is more economical in terms or memory here . Another thing are the sprites, I am using hires hardware sprites and they can go over the graphics without colour clash and they use very little cpu and memory to be displayed on the screen, on the spectrum one needs to program a software sprite engine and this uses a lot of cpu and memory for sprite data and not only the sprites need to be monochrome as well as the graphics they will be plotted over on screen. Having said this, the graphics on each machine look great in their own way, for example the zx spectrum version of the game looks like this.
Thank you so much for playing the game and for you«r kind words and honest review!
I am quite happy with the result, since I got the Elk my aim was coding a game using mode 2 and fully masked sprites. I have coded n sprite engines and this is the best one so far. Not using a backbuffer or double buffering by hardware due to memory constraints.
You are spot on regarding its shortcomings. The first issue(stalling) was something that wasn't happening at first but it caused problems elsewhere during gameplay(when moving to a room above) so I decided it was a small price to have the game working. I still have it noted down to fix it when I have the time and disposition to do it. The second problem I will have to look into it to understand what is the best way to correct it.
I want to release a version for the bbc micro but I have other game projects I need to finish first.
Ah right, very interesting and useful, it is great to know that we can plot chars anywhere on the screen. thanks. I was asking because I have a friend who coded a game for the Amstrad CPC and as the BASIC also only allows to create monochrome user defined characters; he plots 3 chars on the same place to get as it were one char in four colours as there is a way to plot them with transparency. with VDU5 and GCOL we can do the same, awesome.
Amazing job! I had also a go and played the game on the Acorn Electron; of course it plays even slower but seems to be playing fine. I usually code in machine code for the Elk, but recently I started to have a look at its basic and I think it is the best I have every used on an 8 bit machine! I especially like the way it is possible to use inline machien code. I am curious how you paint the chess pieces I know we can only have monochrome user defined characters, by any chance is there a way to plot them with transparency? thanks


