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|    comp.sys.cbm    |    Discussion about Commodore micros    |    53,866 messages    |
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|    Message 52,264 of 53,866    |
|    Janne Johansson to bradleyjbell@comcast.net    |
|    ATARI and Spectrum are rubbish - The C64    |
|    13 May 18 00:28:22    |
   
   From: nospam.Janne.Johansson@f6.n221.z2.binkp.net   
      
   On 2018-05-11 15:01, Andreas Kohlbach : bradleyjbell@comcast.net wrote:   
   > On Thu, 10 May 2018 22:15:28 -0700 (PDT), bradleyjbell@comcast.net wrote:   
   >>   
   >> On Sunday, January 16, 2011 at 7:51:33 AM UTC-6, Lloyd Hearsewave wrote:   
   >>> I don't understand why people are still using crappy doorstoppers   
   >>> like the   
   >>> Sinclair Spectrum and ugly black and white heaps of trash like the   
   >>> ATARI 800   
   >>> XL.   
   >>>   
   >>> Both of these computers failed in the 80s and look at the graphics of   
   >>> the   
   >>> Spectrum - ugly, monochrome, no scrolling and no sprites.   
   >>>   
   >>> The ATARI has only 3 ugly colors, ugly sprites and bad scrolling. 99% of   
   >>> ATARI games are crap.   
   >>>   
   >>> All the games are MUCH superior on the C64 and the C64 truly is the   
   >>> king of   
   >>> home computers!   
   >>>   
   >>> So please throw away your ATARIs and Spectrums and buy a C64 on ebay!   
   >>   
   >> The Atari 800 and C64 had sprites. Gee, I wonder where Commadore got   
   >> the idea for sprites? Anyway, the C64 had many improvements over the   
   >> Atari sprites give the 3+ years they had to develop them.   
   >   
   > True.   
      
   In the end, sprites was a dead end. After amiga, there was almost no use   
   of sprites apart from the mousepointer at all, it was all done   
   differently using the GPU in a BOB-like way from 1995-ish onward.   
      
   >> But tell us all about the C64 graphic modes. Can you easily mix them?   
   >> Did you have re definable character sets?   
   >   
   > AFAIK you cannot mix graphic modes on the Commodore 64. But you could   
   > edit the character set.   
      
   Well, raster interrupts allow you to do it, which almost all games and   
   demos do (did).   
      
   >> How well did the C64's scrolling worked? I've seen many games where I   
   > would say "Not to good"   
   >   
   > I think it used a kind of frame bugger. There was a routine to scroll 7   
   > or 8 bits. In the meantime you could prepare a new bitmap and switch to   
   > that after the bit scroll.   
      
   Yes.   
      
   >> The 400/800's 6502B ran at 1.8mhs, the C64? Oh yeah 1.0   
   >   
   > If the hardware ("GPU") was superior that didn't really matter.   
      
   --- SoupGate-Win32 v1.05   
    * Origin: you cannot sedate... all the things you hate (1:229/2)   
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