First round against evil Infinite Bobs. Not a complete failure, but I’m not happy with the results. Anyway, I’m posting what I’ve just got, if only to be able to switch to another thing.
I may switch to 2bpp image buffers and reduce effective height with some banners at top and bottom screen.
FYI: Infinite Bobs (aka Unlimited Bobs) were featured in many old school demos and intros: Incoherent Nightmare by Arsenic
Also demaked (much better) in Pico-8 (click ‘code’ to see how it was done): Endless Brussels Sprouts
SkyBerron Infinite Bobs.bin (32.8 KB)
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Ok, I upgraded to 2bpp buffers (4 color) and half horizontal resolution, similar to what C64 did with Multicolor Bitmap Mode. As a side effect, this mode is twice as fast to handle. The sprite used was drawn using Pico-8 editor to be as close to the original as possible.
The results are closer to the original, but the animation is not so smooth. Maybe a bug in the drawing secuence? maybe not enough image buffers? maybe too fast for the emulator to cope with the boosted framerate?
Anyway, the ball paths are nowhere close to the original ones. It should work like an oscilloscope in XY display mode
SkyBerron Infinite Bobs.bin (31.9 KB)