TIP: Click on subject to list as thread! ANSI
echo: 64_talk
to: Errol Smith
from: Paul Edwards
date: 1994-02-18 08:09:10
subject: Spreading!

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

--- GoldED/2 2.42.G1114
* Origin: Ten Minute Limit (3:711/934)

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