|
Akin |
Core Dump |
Display |
Fixed scroll window |
Up to four variable sized scroll windows
(a.k.a. "cameras") |
Size: 240 by 128 pixels |
Maximum total size: 256 by 192 pixels |
Size fixed in code |
Number and size of cameras can and will
be changed real-time. Example: Lay down a mine...
extra camera window appears, showing the mine until it explodes.
|
Non-sprite graphics |
Three layer scroll |
Three layer scroll |
Static parallax background of 240 x 128
pixels |
Static parallax background of 256 x 192
pixels |
256 8x8 blocks for layer 2 |
256 8x8 blocks for layer 2 |
256 8x8 blocks for layer 3 |
256 8x8 blocks for layer 3 |
Map size |
Three restrictions:
(1) 1 to 255 blocks wide
(2) 1 to 255 blocks high
(3) Maximum size: 16 kB of block numbers |
Three restrictions:
(1) 1 to 255 blocks wide
(2) 1 to 255 blocks high
(3) Maximum size: 32 kB of block numbers |
Sprite graphics |
Object table:
64 objects with 32 bytes of state representation each. |
Object table:
64 objects with 32 bytes of state representation each.
But now with quicker access methods... much quicker! |
- 5 sets of 256 8x8 blocks
- 8 kB allocated for the sprite-maps (these
turn the little blocks into coherent monsters, also used for
animation)
- Maximum size: 255 by 255 blocks
|
- 5 sets of 256 8x8 blocks
- 16 kB allocated for the sprite-maps
(these turn the little blocks into coherent monsters, also used
for animation)
- Maximum size: 255 by 255 blocks
|