This is the sort of game that made me (wrongly) think software sprites were not suitable for fast arcade games on the C64. Flickery, low framerate, hires + color clash. Games like Fairlight, The Great Escape, and Head Over Heels too. Some great games there, but they all had those same sorts of limitations.
Love this deepdive into older games as their gamelogic is more unique than later games on c64, when the coders "stole" more from eachothers techniques as the code got more streamlined.
Are there any cartridge games that uses the VIC-II bank under the cart address space? That should be the "perfect" copy protection (as long as _all_ memory is used for something) and it would be interesting to see any game that does it and how it works.
I wonder if you could get away with zone multiplexed hardware sprites instead, since they're pretty much segregated into the three floors of the school.
C64 supports up to 8 sprites on same horizontal line. I counted at least 12 persons on a horizontal line, so not unless you'd alternate (or "blink") the remaining sprites or fall back to software sprites for the remaining objects.
This is the sort of game that made me (wrongly) think software sprites were not suitable for fast arcade games on the C64. Flickery, low framerate, hires + color clash. Games like Fairlight, The Great Escape, and Head Over Heels too. Some great games there, but they all had those same sorts of limitations.
Love this deepdive into older games as their gamelogic is more unique than later games on c64, when the coders "stole" more from eachothers techniques as the code got more streamlined.
Thank you kindly :)
Are there any cartridge games that uses the VIC-II bank under the cart address space? That should be the "perfect" copy protection (as long as _all_ memory is used for something) and it would be interesting to see any game that does it and how it works.
As far as I know, no. The IO + colour RAM space at $d000 to $dfff is not mapped to cart. It can be CHARROM, IO or RAM.
Thanks!
Wow thank you very much :)
So it’s a speccy conversion?
Reading the disassembly, it does have a feel of code converted from Z80.
I wonder if you could get away with zone multiplexed hardware sprites instead, since they're pretty much segregated into the three floors of the school.
C64 supports up to 8 sprites on same horizontal line. I counted at least 12 persons on a horizontal line, so not unless you'd alternate (or "blink") the remaining sprites or fall back to software sprites for the remaining objects.