Changes

Speccy Port

880 bytes added, 11:57, 21 April 2011
/* Colours & Colour Clash */
*On the good side, the Spectrum utilised the border to indicate both the stage of loading (indicated by different colours used in the border) and the loading progress, so a modified loader for CPC would also indicate loading progress. If messages were turned off in the Amstrad ROM loader you didn't have any indication of loading progress.
====Colours & ==== The Spectrum palette (15 colours, bright at bottom):[[image:ZXSpectrum_palette.png|Spectrum palette (from wikipedia)]] The Amstrad palette (27 colours):[[image:AmstradCPC_palette.png|Amstrad palette (from wikipedia)]] A comparison of the palettes:[[image:CPC_Speccy_palette_comparison.png|Comparison of the palettes ]] From the comparison you can see that the Amstrad can reproduce the Spectrum's colours closely, and then you can see with it's additional colours it can provide extra shades and some colours the Spectrum can't show (e.g. orange). Consequences for porting to CPC:* If the game was ported directly using only the Spectrum colours then the Amstrad version would have similar colours, when more appropiate colour's from it's palette could be used. What they should do for CPC:* Recolour the graphics using the Amstrad's palette to improve the look. ====Colour Clash====
The cell based colouring used on the Spectrum has its disadvantages. [[image:clash.png|right|thumb|Colour clashing in Knight Tyme. Observe the appearance of the character sprite as it merges with the background. (Background colours have priority here in this game.)]]
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 having different colours for the HUD and for the main game area.
====Sound====
2,541
edits