ES> Well if I'm going to get winged at for mentioning my messy-dos machine,
ES> I'm going to winge at you for talking about (l)amigas! (: And you are
ES> wrong. I've seen several 64's for sale for around $70 or $80 for both 64 +
ES> drive.
I'm not talking about one-off bargains (I've had them too), I'm talking
about market price. E.g. tell me where I can get a C64 (modern white
style), and a 1541-II for $80 (say I want 5 of them). Sydney area too.
PE>> What I would like to do is port Wizard of Wor to the Amiga. I'll have
ES> It's a fairly simple game, writing it from scratch would take you just as
ES> long I suspect (?). Using an action replay cartridge or similar to rip out
ES> the sprites would help things along (: Your right, it is a good game. Very
ES> simple but fun (especially with 2 players). Suprisingly it was one of the
ES> first cartridge games released for (often with) 64's.
I really don't know the fundamentals of games, and I'd like to understand
this for the C64 before attempting to port it to the Amiga. I have 3
copies of the thing on cartridge! It is the ONLY two player game worth
playing. Although you get points for killing the other person, you can form
a "death pact", and agree to only kill grooblies. In some
situations, you can stand back-to-back and blast the buggeries to buggerie.
PE>> How do most assembler programmers handle bullets on the C64? Like 70%
PE>> do x, 20% do y and 10% do z?
ES> How do you mean?
Well I don't imagine that all 30 bullets on the screen are individual
sprites, and I'd like to know how they can move otherwise.
PE>> I'm sure C64 games use more than 8 sprites. How do they generally do
PE>> it? Especially something like Galaxions. BFN.
ES> Fairly simple. You make a raster interupt between the first 8 &
the second
ES> 8 sprites. This interupt will change the positions, image pointers &
ES> colours etc for each sprite. With several interupts you can get many, many
ES> sprites on the screen at once. Armalyte for example allows around 32. A
ES> routine to do this is commonly called a 'multiplexer'. Hope you understood
ES> all that (:
And how are you going to do sprite-sprite collision if that is the case?
BTW, you've made the comment that Wizard of Wor is a fairly simple game. I
have done a lot of programming, and written a lot of programs (eg I have a
full suite of public domain CRC routines, and am working on a mailprocessor
at the moment), but games have always been a mystery to me. And seeing as
I don't know how to do them, I imagine that they are far more complex than
the things I write, and would thus require about 200k for Wizard of Wor,
instead of the 16k it is written in. BFN.
Paul
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