> > but I dare to say that nothing ever invented was better then the C64...
>
> I think the first amiga might challenge that. :-)
:) this has always been a sort of war between C64 coders and Amiga
developers, so it's probably depends on what you like
If you look at it from a C64 enthousiast side, the C64 had some
unbelieveable potential.
a few examples:
- hardware limited 8 sprites.. with some software tricks it was possible to
display 256 sprites (clever coding could make those 8 sprites be drawn
multiple times on screen using the screen's raster lines to redraw those
sprites at new positions once they we're already drawn) and in some cases
people could pull of even more sprites (not very useable for games, but it
was possible)
- 64kb, game levels we're huge using run-time compression to compres the
levels and graphics used
- sid chip, one amazing piece of hardwarde that could be made into singing
by some musicians and software developers..without digitized noise!
- 16 colors, this was set by the hardware.. no way of changing those colors.
But because of screen resolutions being a bit blurry, you could mix color
combinations to create a new color (on screen those colors would blend into
eachother and look like a new color..)
> > of a PC.. even the 16color (hardware limited and palette set) could be
> > fooled into more then 16 colors.
>
> Let's hear it for pallet rotation!!!
read above, this couldn't be done.. the 16 colors could not be changed..
I think the C64 was demanding more creativity from the coders, it had
limits, if you wanted more, you'd have to do some thinking and testing..
something most developers seem to have lost these days. Only two persons I
can come up with, John Carmack (squeezing alot of power out of rendering
engines) and Tim Sweeney also showing that taking time in programming things
pays off..
It's also my main interest in DHTML, doing things that nobody has seen or
figured could be done. DHTML has also some strict limits set, but it is
possible to mix things up and create new stuff. My first few widgets are
based on C64 tricks (plasma, fire) and I even managed to get real-time 3D
running.. I also brainstormed a bit with someone who was on this project
about being able to create a wolfenstein type game in DHTML.. given the
technique behind Wolf3d, it would be very possible to get it working in
DHTML, only speed issues might be a problem, but I still believe it's
possible to do.
on to Wolf3DHTML !
Pascal Bestebroer
[EMAIL PROTECTED]
http://www.dynamic-core.net
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