TerribleFire accelerator for the QL accelerator card

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tofro
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Re: TerribleFire accelerator for the QL accelerator card

Post by tofro »

Peter wrote:I would definitely use 512x256 or 512x384 resolution and 16 bit colour. Not only less memory expensive, but also 65280 more colours, which allows anti-aliasing and interpolation.
Agree with most of what you say, but just like the pixelisation you have in typical 256 color games. So cute!

Tobias


ʎɐqǝ ɯoɹɟ ǝq oʇ ƃuᴉoƃ ʇou sᴉ pɹɐoqʎǝʞ ʇxǝu ʎɯ 'ɹɐǝp ɥO
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Peter
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Re: TerribleFire accelerator for the QL accelerator card

Post by Peter »

A lower resolution Aurora mode would be what you need. Too late now :?


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tofro
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Re: TerribleFire accelerator for the QL accelerator card

Post by tofro »

No problem - I could easily design sprites that look just as weird in high-color modes ;)

Tobias


ʎɐqǝ ɯoɹɟ ǝq oʇ ƃuᴉoƃ ʇou sᴉ pɹɐoqʎǝʞ ʇxǝu ʎɯ 'ɹɐǝp ɥO
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vanpeebles
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Re: TerribleFire accelerator for the QL accelerator card

Post by vanpeebles »

How about a game like Robotron, on a single screen, with loads of colours and rainbow pixel debris? Make it twin stick style with WASD to move and IJKL to fire.


Derek_Stewart
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Re: TerribleFire accelerator for the QL accelerator card

Post by Derek_Stewart »

Hi,

Probably the best screen mode would DISP_MODE 6, a medium resolution of 512x384 with hi-colours. This being the fastest hi-colour mode. DISP_MODE 1 is the best for standard QL software.

I was running ACT in DISP_MODE 6, everything in the top of the screen.

Pity Steve Sutton was not around, I bought all his software.

Super Sprite Generator maybe useful. The features are:
QL SUPER SPRITE GENERATOR (hence QLSSG) consists of:
* Extensions to SuperBASIC ie; keywords
* Sprite creation programs

Its main features are:
* Sprites can be drawn & changed easily.
* Sprite drawing is multitasked.
* Each sprite can have up to 16 different shapes.
* Up to 16 different sprites on the screen at a time.
* Up to 256 sprites can be available at any one time.
* Up to 256 different planes - collisions occur in one plane.
* Smooth, flicker-free movement in 3 dimensions.
* Full choice of graphic modes & screens.
* Easy control through keywords.
* Automatic collision & edge detection.
* Choice of in-situ or pre-drawn sprite reversal.
* Sprites can be inverted or frozen instantly.
* Sprites can be made either solid or transparent (ghostly).
* Sprite speed is individually variable.


Regards,

Derek
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vanpeebles
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Re: TerribleFire accelerator for the QL accelerator card

Post by vanpeebles »

It would be great if Steve Sutton could be found. I'd love to see ACT re-released!


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