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Post by Gary on Feb 18, 2005 15:02:52 GMT -5
Exxxxcelent!!!
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SteH
New Member
Posts: 1
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Post by SteH on Feb 18, 2005 18:35:25 GMT -5
Well, in a funny kinda way, it makes Binary Design's excuse seem almost acceptable since Target Renegade on the C64 was only one player. I remember buying the Speccy version and reading that apology. Me and my mate had sure fire evidence that the Spectrum was better than the C64 then! Can't disagree that even a reworked T;R for Double Dragon by Ocean would have been brilliant and made even more money than the atrocious Melborne House effort did (and it made a canny bit I understand!). And that was my first post! Amazing site, BTW. Ocean ruled my youth, always the best for the Speccy, etc, etc. Doesn't seem right that the Ocean name isn't tagged on stuff today! I shall buy numerous T-shirts!!!
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Post by Paulie on Feb 18, 2005 20:29:54 GMT -5
Ahhh, that was utter bunkum that excuse - simply put they couldn't reposition/reassign the sprites fast enough before the raster had moved on. One or two player made no difference to how the sprite multiplexing worked - think about it - in single player the CPU controls all the baddies one player controls a character, in two player two people control two characters - there was still the same limitation on the number of sprites on the same horizontal line. If you played DD in single player mode it still flickered like hell
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Barry
New Member
Posts: 9
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Post by Barry on Feb 20, 2005 13:19:18 GMT -5
Didnt Imagitec handle the c64 cart conversion of DD ? I have a vague memory of doing some dd music.
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Codetapper
New Member
Amiga HD installer
Posts: 18
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Post by Codetapper on Feb 20, 2005 17:29:46 GMT -5
I remember remastering Double Dragon on the C64 for some compilation and in the instructions there was an apology from the developers about the horrendous flickering sprites... I thought I'd seen it all! Can you give us a description of the (re)mastering process exactly? When someone had written the game, I assume they gave you all the files but presumably it already had a multi-load built into it. Did you guys have to tack on Ocean logos and loading music etc, or was that already done? I'm also keen to know what happened on Amiga Hit Squad games as they often had the copy protection removed (often Rob Northen copylock). When a game was due to be re-released, did someone have to pull out the code and re-work it removing the protection for compatibility or something? Any info would be great!
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Post by Paulie on Feb 20, 2005 18:47:57 GMT -5
Dunno much about the Amiga master stuff (other than we primarily used Rob Northern's stuff [although he blagged my compressor!]).
On the '64 compilations if the games weren't by Ocean I was generally given just a copy of the game on cassette, so I needed to break whatever protection it used, find all the multi-load points - switch the code for my turbo code, add the logos, create a mastering app and then send it to the duplicators.
Then do the disk versions (which involved some crazy compression schemes!).
The HitSquad games actually used a different loader than my normal "Freeload" as the duplicator (not Ablex) couldn't dupe the tapes at speed with the frequency of the loader. So I had to slow the darn thing down! The practical upshot was Jon Dunn had to write a new piece of loading music, as the old Ocean Loader Mixes ran out before the games had loaded!
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Swainy
Junior Member
Posts: 74
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Post by Swainy on Feb 21, 2005 8:30:20 GMT -5
Did Ocean actually have a Licenses for Greet Beret II, Target: Renegade & Renegade III?
The reason I ask is because the sub title of The Vindicator: Green Beret II was dropped just before the games release, and the Renegade sequels never appeared to feature any Taito/Technos badge on the covers.
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Post by davefb on Mar 4, 2005 9:25:53 GMT -5
cant remember the exact timescales... but the guy who started the coding for c64 was extremely inexperienced.. craig i think was his name.. he floundered pretty badly and wasnt really helped that much . then to finish the project andy-heike got some demo writers in to do the project in uber-short time ( and for a nice fee).. i seem to recal the names ash+dave... but i didnt/dont really know the c64 demo scene so i might be getting that totally wrong
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