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Post by Deleted on Sept 24, 2018 21:25:25 GMT
SPACE HARRIER FLOOR CONFIRMED. You know, I love the PCE version of Space Harrier and even beated it, but that game really confuses me... why didn't they do the checkerboard effect? The horizontal color change is already there! You just needed the floor pattern and the cheapo shift formula I'm using for horizontal movement.
I wonder if they ran out of VRAM to store the vertical stripe floor, or didn't think they would have enough CPU time to do the effect... or maybe they were on a deadline/didn't care lol.
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Post by paranoiadragon on Sept 24, 2018 23:32:21 GMT
SPACE HARRIER FLOOR CONFIRMED. You know, I love the PCE version of Space Harrier and even beated it, but that game really confuses me... why didn't they do the checkerboard effect? The horizontal color change is already there! You just needed the floor pattern and the cheapo shift formula I'm using for horizontal movement.
I wonder if they ran out of VRAM to store the vertical stripe floor, or didn't think they would have enough CPU time to do the effect... or maybe they were on a deadline/didn't care lol.
I've wondered the same thing, but not in such detail since I know zilch about programming!
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Post by Black_Tiger on Sept 25, 2018 2:22:23 GMT
You know, I love the PCE version of Space Harrier and even beated it, but that game really confuses me... why didn't they do the checkerboard effect? The horizontal color change is already there! You just needed the floor pattern and the cheapo shift formula I'm using for horizontal movement.
I wonder if they ran out of VRAM to store the vertical stripe floor, or didn't think they would have enough CPU time to do the effect... or maybe they were on a deadline/didn't care lol.
I've wondered the same thing, but not in such detail since I know zilch about programming! It was probably just handled by the team who did the X68k version that has the same kind of floor. Might even be a port from that instead of from the arcade.
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Post by paranoiadragon on Sept 25, 2018 8:22:05 GMT
Wow, I'm even more surprised about the X68k version not having the checkered floor, very strange that they went with that.
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Post by spenoza on Sept 25, 2018 13:12:30 GMT
Y'know, that makes me wonder what typical porting practice was, then. Every system seemed to have custom methods for handling objects and tiles, but some shared a CPU architecture. Did everyone do their own ports? How much code-sharing was going on? What kind of collaboration, if any, was going on between teams at different companies, or even within companies?
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Post by Deleted on Sept 25, 2018 16:09:59 GMT
I've wondered the same thing, but not in such detail since I know zilch about programming! It was probably just handled by the team who did the X68k version that has the same kind of floor. Might even be a port from that instead of from the arcade. According to sega wiki both were made by Dempa.
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Post by spenoza on Sept 25, 2018 17:05:14 GMT
So are you ultimately aiming for straight-up racing, or will there be some kind of combat or mechanical twist?
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Post by sunteam_paul on Sept 25, 2018 19:07:40 GMT
SPACE HARRIER FLOOR CONFIRMED. You know, I love the PCE version of Space Harrier and even beated it, but that game really confuses me... why didn't they do the checkerboard effect? The horizontal color change is already there! You just needed the floor pattern and the cheapo shift formula I'm using for horizontal movement.
I wonder if they ran out of VRAM to store the vertical stripe floor, or didn't think they would have enough CPU time to do the effect... or maybe they were on a deadline/didn't care lol.
Even the SMS version had it. The mind boggles.
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Post by Galahad on Sept 26, 2018 13:37:53 GMT
The c64 version doesn't have a checkered floor either,raster and rotating colors like I coded here
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Post by Deleted on Sept 26, 2018 14:23:28 GMT
The c64 version doesn't have a checkered floor either,raster and rotating colors like I coded here
What's that coded for? PC? C64? PCE?
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Post by Galahad on Sept 26, 2018 14:38:46 GMT
C64
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Post by Deleted on Sept 27, 2018 0:09:18 GMT
Well you can't just show that and not say anything else
If you're not really making a game, you should. That looks good for the hardware it's in, looks even better than the US version of Space Harrier on the C64, imo.
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Post by Deleted on Sept 27, 2018 0:51:49 GMT
So are you ultimately aiming for straight-up racing, or will there be some kind of combat or mechanical twist? I want to keep this somewhat of a surprise (nevermind if I talked about it on discord lol), but one of the hard milestones of the "full gaem" is to represent the Suzuka circuit as close as possible to the real thing while using some techniques I want to bring out of theory and test against the game. And yes it will be a straightforward "Hang-On" kind of deal, gameplay wise.
But... I'm still not sure what kind of game I'm making for the tech demo, which will be just the basic roads with curves and maybe hills. I have some ideas but nothing is set in stone yet.
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Post by digipiggy on Sept 27, 2018 20:37:13 GMT
looking good keep it up
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Post by Galahad on Sept 29, 2018 21:54:32 GMT
I'm not creating a game but wanted to try how I would have handled the raster for space harrier on C64.
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