0 pensou em “Jogo novo em desenvolvimento: Popstar Pilot”
O tamanho da marreta que o autor descreve me deixou meio empolgado, meio assustado:
The next problem of the 4 pixel scrolling can be fixed using video double buffering. This is a technique where a screen is drawn in memory while another screen is being displayed at another memory location. When this screen is drawn up, the video registers are then told to display the new frame. Then we can draw the next frame on the previous frame location and shift it back when done. This has the advantage of only presenting a completed frame for display and eliminates any image tear and flickering of moving objects.
All I need to do is to take it a step further and have 2 horizontally enabled displays in memory, each 1 byte apart so that when the same display byte boundary is set, one frame will be 1 byte ahead. This effectively creates a 1 byte (2 pixel) scroll.
Excelente o blog do jogo!
oi , em q linguaguem vc criou esse jogo?
Não fui eu, foi um australiano. Tudo em Assembly 6809.
O tamanho da marreta que o autor descreve me deixou meio empolgado, meio assustado:
The next problem of the 4 pixel scrolling can be fixed using video double buffering. This is a technique where a screen is drawn in memory while another screen is being displayed at another memory location. When this screen is drawn up, the video registers are then told to display the new frame. Then we can draw the next frame on the previous frame location and shift it back when done. This has the advantage of only presenting a completed frame for display and eliminates any image tear and flickering of moving objects.
All I need to do is to take it a step further and have 2 horizontally enabled displays in memory, each 1 byte apart so that when the same display byte boundary is set, one frame will be 1 byte ahead. This effectively creates a 1 byte (2 pixel) scroll.
Excelente o blog do jogo!
oi , em q linguaguem vc criou esse jogo?
Não fui eu, foi um australiano. Tudo em Assembly 6809.