Super Mario clone on Amiga A500 - unreleased
Автор: Anthony Ball
Загружено: 2012-10-10
Просмотров: 2653
Unfortunately, the same thing happened as happened with SuperHero, the code was lost from the Amiga it was coded on (!!) and I had to run it with archived code - this results in the maps not being loaded properly and no animation on the sprites. You get to hear the computer generated music (this is done at the beginning whilst the screen is black) and see my 32k colour trick (the Amiga only had a 4k palette in hardware). I'm guessing that the loading of the maps on the older source archive does some manipulation, where they may have been pre-manipulated on the actual map data. When I have time I'll take a look at it to see if I can guess what the change was. If you look at the other video you will see that lots of maps were finished. The palette code made it easy to reuse sprite graphics, so the game took virtually no memory. There was a really good water effect too, if I can get the maps loading properly I'll redo the video with that working.
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