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Techical information about C64 Driving games like OutRun,...

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Hi.
Just posted this at Lemon64 and at FWar but maybe you can also help me (and more places I post maybe more I'll get :) ):

Hi.
In all these type of games they're always done the same way:
Charmode
Road, Lines and Grass using the three screen shared colours.
Colourmap colours (with two of the shared colours) on the sides gfxs like Buildings, Walls, Houses,...
I understand the idea and theorically how it is done but I wanna know by a C64 coder point of view this explained in some detail.
My main interest is how you get the road turns/horizontal scrolling and at the same time you put the side buildings, trees, that 'zoom +' down across the screen following the street edges and when they are at the bottom most of the times their larger size even overlap the top horizontal scrolling Mountains.
Any explanation you can post would be great but, at least, I wanna know of sites where this is explained.
I would prefer they explain this in text as I am not a coder but if they also contains some 'Master Way' code 6502 Assembly listing or some 'self explained' pixels examples it would be great.
Thanks.
José Pereira.

Anyone here can also help.
Thanks.


P.s.- Was it ever done any driving game on A8 using ours charmode ANTIC4/GR.12? If any, then what about the cars (any using soft sprites for them or are all with the cars as PMGs only?)?
Something that would have some gfxs at the sides like those C64 games on A8 with our smaller charset just 128chars we would soon run out of chars so: Can we, on A8 create the same Engine/'Way of' having multiple charsets down the screen (maybe my idea of Interleaved Charsets? Other?)

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