3 ms·
One extreme example I remember very well is The Hobbit on the ZX Spectrum. It was an illustrated text adventure using graphics to add atmosphere and interest.
by Steve44 8y ago
One extreme example I remember very well is The Hobbit on the ZX Spectrum. It was an illustrated text adventure using graphics to add atmosphere and interest. I suspect they used a drawing programme with scripted commands to minimise memory usage at the expense of time and sometimes fine detail to draw them.
There are a couple of good examples at 4:57 onwards. Link at https://www.youtube.com/watch?v=3f3PFfK-9Gk https://www.youtube.com/watch?v=3f3PFfK-9Gk
Edited to add there is a video here https://www.youtube.com/watch?v=D9qrZC7WUio https://www.youtube.com/watch?v=D9qrZC7WUio of the 128k Spectrum version. Looking at the speed I suspect they pre-rendered the images in the background and used the extra memory to store them and then copy the completed image to display when needed.
- kayamon 8y agoHi, I’m the guy who did the 128K port. The images are all hand-drawn art, stored as compressed data and simply decompressed when needed. We don’t render (or prerender) anything.
- Steve44 8y agoAh OK, I hadn't appreciated that video was a remake and had assumed that they were still looking to keep a limit on loading times. Nice work, good to see these old systems still being played with and experimented on.