TIP: Click on subject to list as thread! ANSI
echo: 64_talk
to: Paul Edwards
from: Errol Smith
date: 1994-02-17 01:22:08
subject: Spreading!

PE>Hear hear.  The C64 is the second best value for money you can buy (the
 PE>Amiga 500 is the first - for $200 you can get a second-hand one, which
 PE>is disk drive included, whereas the C64 for about $140 you get the
 PE>computer and a 180k floppy instead of 720k.
 
 Well if I'm going to get winged at for mentioning my messy-dos machine,
I'm going to winge at you for talking about (l)amigas! (: And you are
wrong. I've seen several 64's for sale for around $70 or $80 for both 64 +
drive.
 
 PE>What I would like to do is port Wizard of Wor to the Amiga.  I'll have
 
 It's a fairly simple game, writing it from scratch would take you just as
long I suspect (?). Using an action replay cartridge or similar to rip out
the sprites would help things along (:
 Your right, it is a good game. Very simple but fun (especially with 2
players). Suprisingly it was one of the first cartridge games released for
(often with) 64's.
 
 PE>How do most assembler programmers handle bullets on the C64?  Like 70%
 PE>do x, 20% do y and 10% do z?
 
 How do you mean?

 PE>I'm sure C64 games use more than 8 sprites.  How do they generally do
 PE>it? Especially something like Galaxions.  BFN.

Fairly simple. You make a raster interupt between the first 8 & the
second 8 sprites. This interupt will change the positions, image pointers
& colours etc for each sprite. With several interupts you can get many,
many sprites on the screen at once. Armalyte for example allows around 32.
A routine to do this is commonly called a 'multiplexer'.
 Hope you understood all that (:
 
cya, Strobe/Menace

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