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Speccy Port

74 bytes removed, 11:59, 20 April 2011
* If cell based movement is done, then CPC version has the same movement whereas it could be pixel perfect on CPC.
* If black border is used, CPC has the unnecessary black border.
* The CPC can't replicate the Spectrum's colour attribute system in mode 1, this means the a game converted to Amstrad's mode 1 version has even less colours than the Spectrum version. The CPC version then has 4 colours, compared to up to 16 15 possible colours on the Spectrum.
What they should do for CPC:
* Recolour the graphics appropiately for the CPC in either mode 1 or mode 0.
* Use the Amstrad interrupts and change the colours multiple times each frame, this will give each region (between each interrupt) it's own colours increasing the number of colours on screen. Each region is 52 scanlines in height, and the whole screen in width. Note that the colours must be set for each region for each frame to maintain them, and that the pixels within each region are still limited to 4 colours in mode 1. The colour regions like this are ideal for HUDs. Note than any sprites or graphics that move over any two regions will have pixels with having different colours from both regions, changing where for the regions meetHUD and for the main game area.
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