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COMMODORE 64 - CHEQUERED FLAG (Konami) parallax treetops and swerving car test 

madcommodore
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23 сен 2023

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Комментарии : 6   
@oscarjimenezgarrido7591
@oscarjimenezgarrido7591 10 месяцев назад
Excellent effect, quite believable. The soft shadows sell it so well.
@madcommodore
@madcommodore 10 месяцев назад
You could use a sprite to mask the car into shadow like the arcade, only need one sprite for all the cars, vertically expanded sprite with a dither/stripe pattern should do it. Might be worth trying to do this game as an early machine code project, not too much to it as is.
@WarpRulez
@WarpRulez 10 месяцев назад
I see no parallax. Just one static repeating screen.
@madcommodore
@madcommodore 10 месяцев назад
Car goes over the grey of the road/shadows but underneath the tree tops if you look closely, that's why I made the car swerve left to right
@WarpRulez
@WarpRulez 10 месяцев назад
@@madcommodore I don't think that's what "parallax" means. More like "layers". Parallax does involve layers, but those layers would be scrolling at different speeds, to invoke the illusion of depth.
@madcommodore
@madcommodore 10 месяцев назад
@@WarpRulez parallax is just another term for dual/multiple playfield hardware vs a single bitmap image. Technically it's all just priority assigned graphics. It doesn't have to be scrolled at different speeds to be parallax, this example is actually replicating what the arcade does, the tree tops go at the same speed BUT the cars disappear under the trees and when they go over shadows on the road they end up in shadow themselves, which is a trick I already worked out at the loss of just 1 hardware sprite on C64, you'd still get 7 cars on screen even if you wrote it in compiled BASIC. Parallax/multiplayfield == going between the layers of scenery, how you scroll it doesn't matter. It's just a tech demo to show the use of VIC-II unique sprite to background priority register coming in handy for things like a conversion of Chequered Flag.
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