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Author Topic: A zelda-game clone in 64x64 (Read 1903 times)

Offline ssr86

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A zelda-game clone in 64x64
« on: 2016.May.11. 10:42:43 »
Legend of Xenia - a Legend of Zelda clone that plays in a 64x64 resolution and seems that the looks and overall should be feasible on the ep in 256color pixel mode or 16c lpixel mode. Just to show what could be done in the "very-blocky" modes of the ep.

http://www.indieretronews.com/2016/05/legend-of-xenia-charming-little-zelda.html#more




Offline ssr86

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Re: A zelda-game clone in 64x64
« Reply #1 on: 2016.May.11. 13:03:49 »
Didn't really read into the article earlier - it seems there was a #LOWREZJAM 2016 competition and there was quite a lot of entries: https://itch.io/jam/lowrezjam2016 . So if someone likes the blocky look...;P

Offline geco

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Re: A zelda-game clone in 64x64
« Reply #2 on: 2016.May.11. 15:05:39 »
Looks good, I think col256 mode would be the best looking.

Offline ssr86

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Re: A zelda-game clone in 64x64
« Reply #3 on: 2016.May.11. 15:52:57 »
The animation doesn't use much more than 8 colors (or so I think) so there wouldn't be really much difference in the look between 256-pixel and 16-lpixel modes in this case. Well the scrolling would be more jerky with the 16c, however - half the amount of data to draw and store.

Online Zozosoft

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Re: A zelda-game clone in 64x64
« Reply #4 on: 2016.May.11. 15:59:55 »
half the amount of data to draw
But I think more easy work with whole bytes.

Offline ssr86

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Re: A zelda-game clone in 64x64
« Reply #5 on: 2016.May.11. 16:12:05 »
Oh, right... I forgot that with half-bytes you would need to store the same amount of data as for whole bytes because of shifting... Also there's the need to mask the pixels in 16c mode... So yeah, the 256-mode should be better in nearly every way I guess.

Offline endi

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Re: A zelda-game clone in 64x64
« Reply #6 on: 2016.May.11. 17:07:27 »
a 256 col mode game by me :)
http://www.ep128.hu/Ep_Games/Leiras/Book_of_Life.htm

I think a scroller can be better and with more frame rate
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