jcfst@unix.cis.pitt.edu (John C. Fossum) (11/08/89)
I just purchased Shadow of the Beast by Psygnosis. My question posed to the board is; 'How do they do it?' (meaning how are 128 colors achieved on the screen...is it palette swapping?); the 900K of digitized soundtrack (IFF track splicing?) or the huge animated, well at least moving on the screen, characters? Was this done in C? Assembler? How did they create such a huge parallax effect and no slow down? -Steve Suhy
piaw@cory.Berkeley.EDU (Na Choon Piaw) (11/09/89)
In article <20500@unix.cis.pitt.edu> jcfst@unix.cis.pitt.edu (John C. Fossum) writes: >posed to the board is; 'How do they do it?' (meaning how are 128 >colors achieved on the screen...is it palette swapping?); the 900K >of digitized soundtrack (IFF track splicing?) or the huge animated, >well at least moving on the screen, characters? Was this done in C? >Assembler? How did they create such a huge parallax effect and no >slow down? Well, I talked to Jay Miner on Sunday, and he said he thought some of it was definitely dual playfield mode. (especially the inside levels.) I think all of the Psychnosis games are assembly, given that they always crash on 68020 and above machines. :-) As for the parallax effect, another friend told me he thinks it's done by manipulating some rastport structures --- the problem is that you'll have to take over the entire machine to do that... The characters are done by sprites. >-Steve Suhy ------------------------------------------------------------------------- Na Choon Piaw P.O Box, 4067, Berkeley, CA 94704-0067 piaw@cory.berkeley.edu Disclaimer: I'm speaking only for myself! piaw@ocf.berkeley.edu "Still on honeymoon with his Amiga...."