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Author Topic: Conversion: Chase HQ (Read 1588 times)

Offline geco

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Conversion: Chase HQ
« on: 2016.May.07. 21:41:21 »
Conversion of  CPC game Chase HQ, EXOS compatible, it needs at least EP128, recognize Turbo machine. CPC video addressing has been removed, most of drawing routines became faster, loader screen has been changed, and you can hear Speccy music under a 2nd converted screen.

Controls:
F1-F5: set delay in the game( 1-5 frame)
F8: switch off delay
redefinable keyboard (including Int Joy) , EXT1/2 joy
Esc: Exit from game

Loading
15602-0
Loaded
15604-1
Ingame
15606-2
« Last Edit: 2016.May.08. 09:00:23 by geco »

Offline ssr86

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Re: Conversion: Chase HQ
« Reply #1 on: 2016.June.14. 01:10:40 »
Just thinking but how is the background drawn? I mean how they throw the dither for the sense of movement etc.? I don't think they could get away with redrawing the entire buffer each game frame (well at least that would be the case for a decent framerate I guess)... Although the screen is significantly smaller (speccy size I guess)... How much fps is the cpc vs spectrum version (10fps on the cpc?)? And maybe someone also has a clue how they store the track for such games?

Offline geco

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Re: Conversion: Chase HQ
« Reply #2 on: 2016.June.14. 09:03:29 »
everything is drawn in each frame, the track is drawn by push commands. Unfortunately I do not know how is the track stored, I did not check it. I think the speccy version is 1,5x faster than the CPC.

Offline ssr86

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Re: Conversion: Chase HQ
« Reply #3 on: 2016.June.14. 11:52:51 »
Found an interesting read on how one can make a classic racer game: http://www.extentofthejam.com/pseudo/

Offline SlashNet

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Re: Conversion: Chase HQ
« Reply #4 on: 2016.November.26. 16:56:23 »