v3nom information 7243 glöps
- general:
- level: user
- personal:
- first name: Phil
- last name: E
- portals:
- slengpung: pictures
- demozoo: profile
- cdcs:
- cdc #1: Radioluminescence by mfx [web]
- cdc #2: Mundane Institute by mikucom
- cdc #3: BRVTL by slay bells & Farbrausch [web]
- cdc #4: Hallmackenreuther by Top Right Bottom Left [web]
- cdc #5: Hexer by LJ
- cdc #6: WALKMAN by Altair
- cdc #7: Razor1911 by Razor 1911 [web]
- 64k MS-Dos/gus Gustar by Camorra
- not bad
- rulezadded on the 2024-01-03 07:54:20
- 64k MS-Dos/gus Gustation by Camorra
- sweet little intro
- rulezadded on the 2024-01-03 07:50:39
- dentro Windows tAAt 2024 by tAAt [web]
- demo looks neat! Happy new year!
- rulezadded on the 2024-01-01 08:47:01
- demotool Linux Windows TrackMeister by Top Right Bottom Left [web]
- I'm always amazed by the quality of your tools KeyJ. This initial release is already near perfect for the use-case in my opinion.
Looking forward to seeing it in action at a lot of demoparties! - rulezadded on the 2023-12-21 08:23:49
- demo Playstation Schleudertrauma by Elitegroup [web]
- nice one! They were very good.
- rulezadded on the 2023-12-14 13:16:05
- wild Animation/Video Street Fighter I Turbo Preview by Dentifrice [web]
- thumbs up of course!
- rulezadded on the 2023-12-14 09:31:54
- wild Animation/Video Street Fighter I Turbo Preview by Dentifrice [web]
- looks great!
from kezax youtube comment:
Quote:The goal here was to bring a true arcade experience and make justice to the Amstrad. A 50 frames per second gaming experience. To reach that goal, the characters need to be able to move a half byte at a time otherwise they would go too fast from one side of the screen to the other. So we end up with around 112 giant hard sprites (16 for Ryu, 12 for Retsu, times 2 for the mirroring, times 2 for the half byte precision). They fit in the upper 64kb banks thanks to a custom hard sprite technique which splits sprite data from the sprite drawing code. 32kb are used for the double buffering video. 16kb are dedicated to the background management and the sprite description tables. The lower 16 kb are then available, from which around 8kb are taken by the sprite drawing code, and it remains 8kb for the actual game logic and sound. The scrolling was abandoned because if Rhino's technique of Mario game engine would be reused, it would use a bit more memory for video memory but all memory is already used, and also drawing more background tiles would slow down the game down to 25 frames per second sometimes, depending which sprites are being drawn. However the screen width was left at 40 traditional characters versus 32 in the original.
- isokadded on the 2023-12-14 09:31:41
- 64k Windows morph by Syn[Rj] [web]
- cool intro! has that early 2000s vibe
- rulezadded on the 2023-12-08 18:06:24
- invitation Amiga OCS/ECS ramses & paso birthday party '94 invitation by u.d.o.
- Party at Ramses'!
- rulezadded on the 2023-12-08 09:39:35
- demo Amiga OCS/ECS X-Mas Demo by Australian Crackers United
- nice time capsule
- rulezadded on the 2023-12-06 07:27:03
account created on the 2003-01-21 17:35:40
