Changes

Jump to: navigation, search

Speccy Port

1,149 bytes added, 13:14, 2 September 2020
/* Mode 0 */
When using mode 0, the screen can be reprogrammed to use the same sized screen as when using mode 1. However the resolution would be 128x192.
 
Using mode 0 has additional impact on the gameplay and game logic:
- there are fewer pixels horizontally therefore both tiles and sprites are described by fewer pixels in width (although pixels are wider). Then any calculations that use pixel coordinates will need to be adjusted. This includes positioning sprites on the screen, sprite to sprite collision, converting sprite pixel coordinates to a tile map location, converting sprite pixel coordinates to a collision map location, determining if a sprite is moving off the right side of the screen.
 
If the original sprites were square on the Spectrum (e.g. 16x16), then with mode 0 they are 8x16, and we may need additional code for these calculations to handle that.
 
- movement per pixel will be faster horizontally than vertically. We can accept that, or if movement is meant to be the same in all directions then sprites may need to move faster vertically to ensure the movement is consistent. This then has an impact on gameplay because sprites will take less time to move over the screen and any time based goals may need to be adjusted to compensate and make the game goals consistent.
=====Screen dimensions=====
2,541
edits