From: Michael P. <mp...@ph...> - 2001-02-18 11:42:32
|
I should apologise. the change of subject was due to my post at 2am regarding my remebering the go 64 command that forced the C128 to run the older C64 system. this was needed for some games. similar to kickbooting your amiga into older kick start versions. Pascal Bestebroer wrote: > you wish you was as young as me :) (and please not I didn't add the I have > no life to this subject ;) > > Pascal Bestebroer > pa...@dy... > http://www.dynamic-core.net > > > -----Oorspronkelijk bericht----- > > Van: dyn...@li... > > [mailto:dyn...@li...]Namens Raymond Smith > > Verzonden: zondag 18 februari 2001 11:46 > > Aan: dyn...@li... > > Onderwerp: Re: [Dynapi-Dev] TCanvas vs. DynLayer ( I have no life : ) ) > > > > > > You must be as old as me then, you old dog! > > > > ----- Original Message ----- > > From: "Pascal Bestebroer" <pa...@dy...> > > To: <dyn...@li...> > > Sent: Sunday, February 18, 2001 2:32 AM > > Subject: RE: [Dynapi-Dev] TCanvas vs. DynLayer ( I have no life : ) ) > > > > > > > > > but I dare to say that nothing ever invented was better then the > > C64... > > > > > > > > I think the first amiga might challenge that. :-) > > > > > > :) this has always been a sort of war between C64 coders and Amiga > > > developers, so it's probably depends on what you like > > > > > > If you look at it from a C64 enthousiast side, the C64 had some > > > unbelieveable potential. > > > a few examples: > > > > > > - hardware limited 8 sprites.. with some software tricks it was possible > > to > > > display 256 sprites (clever coding could make those 8 sprites be drawn > > > multiple times on screen using the screen's raster lines to redraw those > > > sprites at new positions once they we're already drawn) and in > > some cases > > > people could pull of even more sprites (not very useable for > > games, but it > > > was possible) > > > > > > - 64kb, game levels we're huge using run-time compression to compres the > > > levels and graphics used > > > - sid chip, one amazing piece of hardwarde that could be made into > > singing > > > by some musicians and software developers..without digitized noise! > > > > > > - 16 colors, this was set by the hardware.. no way of changing those > > colors. > > > But because of screen resolutions being a bit blurry, you could > > mix color > > > combinations to create a new color (on screen those colors would blend > > into > > > eachother and look like a new color..) > > > > > > > > > > > of a PC.. even the 16color (hardware limited and palette > > set) could be > > > > > fooled into more then 16 colors. > > > > > > > > Let's hear it for pallet rotation!!! > > > > > > read above, this couldn't be done.. the 16 colors could not be changed.. > > > > > > I think the C64 was demanding more creativity from the coders, it had > > > limits, if you wanted more, you'd have to do some thinking and testing.. > > > something most developers seem to have lost these days. Only > > two persons I > > > can come up with, John Carmack (squeezing alot of power out of rendering > > > engines) and Tim Sweeney also showing that taking time in programming > > things > > > pays off.. > > > > > > It's also my main interest in DHTML, doing things that nobody > > has seen or > > > figured could be done. DHTML has also some strict limits set, but it is > > > possible to mix things up and create new stuff. My first few > > widgets are > > > based on C64 tricks (plasma, fire) and I even managed to get > > real-time 3D > > > running.. I also brainstormed a bit with someone who was on this project > > > about being able to create a wolfenstein type game in DHTML.. given the > > > technique behind Wolf3d, it would be very possible to get it working in > > > DHTML, only speed issues might be a problem, but I still believe it's > > > possible to do. > > > > > > on to Wolf3DHTML ! > > > > > > Pascal Bestebroer > > > pa...@dy... > > > http://www.dynamic-core.net > > > > > > > > > _______________________________________________ > > > Dynapi-Dev mailing list > > > Dyn...@li... > > > http://lists.sourceforge.net/lists/listinfo/dynapi-dev > > > > > > > > > _______________________________________________ > > Dynapi-Dev mailing list > > Dyn...@li... > > http://lists.sourceforge.net/lists/listinfo/dynapi-dev > > > > _______________________________________________ > Dynapi-Dev mailing list > Dyn...@li... > http://lists.sourceforge.net/lists/listinfo/dynapi-dev -- Michael Pemberton mp...@ph... ICQ: 12107010 |