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Re: TerribleFire accelerator for the QL accelerator card

Posted: Thu Dec 14, 2017 11:42 am
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

Re: TerribleFire accelerator for the QL accelerator card

Posted: Fri Dec 15, 2017 12:17 pm
by Peter
A lower resolution Aurora mode would be what you need. Too late now :?

Re: TerribleFire accelerator for the QL accelerator card

Posted: Fri Dec 15, 2017 12:58 pm
by tofro
No problem - I could easily design sprites that look just as weird in high-color modes ;)

Tobias

Re: TerribleFire accelerator for the QL accelerator card

Posted: Fri Dec 15, 2017 1:18 pm
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.

Re: TerribleFire accelerator for the QL accelerator card

Posted: Fri Dec 15, 2017 8:08 pm
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.

Re: TerribleFire accelerator for the QL accelerator card

Posted: Fri Dec 15, 2017 9:08 pm
by vanpeebles
It would be great if Steve Sutton could be found. I'd love to see ACT re-released!