Game Engine White Papers: Commander Keen
forgottenbytes.net
Game Engine White Papers: Commander Keen
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Re: Game Engine White Papers: Commander Keen
#2Re: Game Engine White Papers: Commander Keen
#3Masters of Doom is a great book on the history of id software, which includes the origins of the development of smooth scrolling by Carmack and Romero, which was groundbreaking at the time on PC.
The underlying mechanics of Carmack's technique is very similar to the full screen smooth scrolling effect on C64 at any speed and distance. It is nowadays referred to as DMA delay.
ELIF: You trick the CPU to display screen data at a different starting point than as designed by the hardware. This is tricky and need to be executed cycle exact.
Here is the explanation in detail together with all major top notch effects. The article is a legend and kind of the bible of doing the most sophisticated effects on C64. Some effects have since then even more and better explained and exploited due to cross platform development possibilities and better tooling, but understanding all mechanics here is a necessity to play a role in the Champions League of C64 demos, besides and also being able to implement the techniques mentioned here: https://www.zimmers.net/cbmpics/cbm/c64/vic-ii.txt
Re: Game Engine White Papers: Commander Keen
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#8Reconstructed Commander Keen 1-3 Source Code
https://pckf.com/viewtopic.php?t=18248 (https://news.ycombinator.com/item?id=46321982)
Re: Game Engine White Papers: Commander Keen
#9Re: Game Engine White Papers: Commander Keen
#10this looks like a copy of fabien's site, plus the topic is very related and likely trampolining on his brand :/