

When the player moved, NPC positions on the screen changed, but the NPCs didn’t appear to have the ability to execute moves on the X,Y grid themselves. Mobs were presented as a pop-up picture, randomly encountered. Since we’ve been having a technical discussion on the blog about double hi-res and tile graphics engines here are my observations on factors that may have enabled Legend of Blacksilver to make it work, whereas every other Apple II tile RPG (as far as we know), used single hi-res: My gut feeling is that doubling the memory addresses to draw the tiles and scroll the screen would tank the screen refresh rate.ĭarkcrayon: Thanks for the link! That is impressive that Legends of Blacksilver got it to work. Had I know DHG page flipping was possible, I have to wonder if I would have tried it or at least done further testing.Īs it stands, our game engine currently is just fast enough to deliver an acceptable screen refresh rate after player moves, but with very little speed resources to spare. Of course DHR being unique to tile based RPGs would have also make it extra cool to do.

If anyone is aware of any please let me know, I’d love to check them out. I also recall thinking it was a risky design decision considering there are no Apple II tile based RPGs using DHR that I’m aware of which proved it could be done. In the planning stage I recalled thinking that if page flipping was available in DHR maybe that would sufficiently smooth out any screen refresh lag cause by the extra memory copies, but without page flipping it seemed impractical. As far as I could tell, DHR meant that twice as many memory addresses would need to be filled to render the screen. To elaborate on my DHR comment from the earlier post, the central concern was speed. I seriously considered DHR for Nox Archaist.

I plan on doing some animation off the tile grid in the combat system and expect to have to think through some collision control mechanics, in single HR though. Kudos to you for giving it a shot with your break out game! I can image collision detection in DHR would have been a big head ache. I thought it was mentioned in the book “High-Rest Graphics and Animation Using Assembly Language” by Leonard Malkin but I must have imagined it a review confirms the book is silent on the subject. Thanks for the information! I retraced my steps and I do not know how I acquired the perception that there was no double hi-res page 2. Please join the group and share your progress there, thank you!! Reply Delete I am very excited to hear about this game, where I heard about it on the Apple II Enthusiasts group on FB. Any game that attempted this for its dungeons, even if it was simply lines instead of filled regions, would be great: One game that made me think otherwise was Eidolon, with its fractal-like corridor "ribs", which I thought was exceptional. I felt like I was walking around hallways rather than underground passages. The other observable truth of dungeons in the 8-bit world is that they always had hard, square-ish edges, which never seemed very dungeonesque to me. Unlike the other commenters, I don't think it has to have a 1st person perspective in the dungeons, but if you *did* decide to go that route, what I would *love* to see is the approach that the game Dungeons of Daggorath used on the TRS platform: they used a custom line drawing algorithm to make the lines appear more faint, giving the illusion of *depth* to their dungeons and its inhabitants, which I've never seen elsewhere. I thought it was great that you could abandon your ship and swim(!) to the shore, and that the progress was slower and, again, your head bobbed to the surface! Excellent, excellent, excellent! This is awesome! The attention to detail is fantastic, and I was delighted when I saw the heads poking about the tall grass, not just the hero, but the pursuer.
