Path: utzoo!utgpu!utstat!jarvis.csri.toronto.edu!mailrus!uwm.edu!genet!agate!pasteur!cory.Berkeley.EDU!piaw From: piaw@cory.Berkeley.EDU (Na Choon Piaw) Newsgroups: comp.sys.amiga Subject: Re: Shadow of the Beast...Dissection 101 Keywords: What makes it tick? Message-ID: <19321@pasteur.Berkeley.EDU> Date: 8 Nov 89 20:44:42 GMT References: <20500@unix.cis.pitt.edu> Sender: news@pasteur.Berkeley.EDU Reply-To: piaw@cory.Berkeley.EDU.UUCP (Na Choon Piaw) Distribution: usa Organization: University of California, Berkeley Lines: 25 In article <20500@unix.cis.pitt.edu> jcfst@unix.cis.pitt.edu (John C. Fossum) writes: >posed to the board is; 'How do they do it?' (meaning how are 128 >colors achieved on the screen...is it palette swapping?); the 900K >of digitized soundtrack (IFF track splicing?) or the huge animated, >well at least moving on the screen, characters? Was this done in C? >Assembler? How did they create such a huge parallax effect and no >slow down? Well, I talked to Jay Miner on Sunday, and he said he thought some of it was definitely dual playfield mode. (especially the inside levels.) I think all of the Psychnosis games are assembly, given that they always crash on 68020 and above machines. :-) As for the parallax effect, another friend told me he thinks it's done by manipulating some rastport structures --- the problem is that you'll have to take over the entire machine to do that... The characters are done by sprites. >-Steve Suhy ------------------------------------------------------------------------- Na Choon Piaw P.O Box, 4067, Berkeley, CA 94704-0067 piaw@cory.berkeley.edu Disclaimer: I'm speaking only for myself! piaw@ocf.berkeley.edu "Still on honeymoon with his Amiga...."