WIP - Why did the low-res pixel object cross the road?
Posted: Sat Jun 20, 2015 11:38 am
Crozxy Road:

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Sorry, but I'm not entirely sure what you mean by any of that? is that some changing of the display routine to perform the scrolling / offsetting?dr beep wrote:Yeah, looking great.
Is this what you have been calculating the last days?
Just a thought.
When you would make it a vertical mover and you would alter the default screen display to go 1 Tstate out of sync you would get the same effect.
You have the ROM printing routine in lowres. However if you point to your own lowres routine you can code it faster than the default ROM routine and add more columns in lowres to the screen. But when you make your routine that after 4 lines you shift the start of your display the next line can be displayed diagonally without making an actual diagonal screen. I did something similar in hires with Qbert. The display is like thisbobs wrote:Sorry, but I'm not entirely sure what you mean by any of that? is that some changing of the display routine to perform the scrolling / offsetting?dr beep wrote:Yeah, looking great.
Is this what you have been calculating the last days?
Just a thought.
When you would make it a vertical mover and you would alter the default screen display to go 1 Tstate out of sync you would get the same effect.
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The choice of perspective comes from the original game - I'm just trying to bring it back in time by 33 years!hldswrth wrote:Looks great, and an unusual perspective for a ZX81 game. This did ring a bell - not sure if you've seen this one, but a game from 1982 with a very similar look - City of Xon by Pleasantrees.