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Gryzor CPC 64K box scan????

Started by mgman, 23:33, 16 August 15

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mgman

EDIT: FOUND HIT SQUAD COVER IMAGE

Would there be a NON-WATERMARKED image of the front cover of the 64K version of Gryzor CPC?

I'd really appreciate the help.

McKlain


mgman

Well, whichever one is the 64K release, whether it's tape or disk. I have some disk and tape versions of the game that are the full 128K releases.

I'm 99.9999% sure I've seen the cover for the 64K copy, but it was probably a watermarked image. I'm hoping it wasn't from a long-gone ebay listing.

tastefulmrship

A quick Google search brings up this



which claims to be for 464/664/6128. You would have to presume the game was the 64k version if it claims to be for the 464/664 machines, right? ^_^

mgman

I didn't know about that (I just play 'em!); thanks!

But this then means all the other covers that list those are also 64K releases. What about the 128K version? Unless I'm really noobing out on this and it's just the same version, it just plays sound alone in 64K and you can switch between sound and music in 128K.

arnoldemu

Quote from: mgman on 18:20, 17 August 15
I didn't know about that (I just play 'em!); thanks!

But this then means all the other covers that list those are also 64K releases. What about the 128K version? Unless I'm really noobing out on this and it's just the same version, it just plays sound alone in 64K and you can switch between sound and music in 128K.
I thought they were the same version. On 64kb it multi-loads, on 128k it loads it all into ram and allows sound and music.

My games. My Games
My website with coding examples: Unofficial Amstrad WWW Resource

mgman

Considering TFM liked your post, you must be spot-on. Solved! Thanks, everyone!

dcdrac

I wander if a Plus redo would be possible

arnoldemu

Quote from: dcdrac on 22:53, 18 August 15
I wander if a Plus redo would be possible
using the palette is simple enough if the colours are remapped.
Using the analogue joystick is easy if there is ram space for the code.

Sprites would be more difficult. You need extra ram to store the frames, extra frame time to update them, then you need to modify the code to test for collisions better.



My games. My Games
My website with coding examples: Unofficial Amstrad WWW Resource

McKlain

Quote from: arnoldemu on 19:27, 17 August 15
I thought they were the same version. On 64kb it multi-loads, on 128k it loads it all into ram and allows sound and music.


I remember playing the original tape version on my 464 with a dk'tronics ram  expansion and it worked just like that. I think that there is only one version of the game.

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