For the last few weeks I have been working with Claude to disassemble some games, and then try and understand how they work. I’ve learned a lot, and in the process managed to understand how Space Harrier drew its graphics.
To my surprise, it didn’t use a generalised Bresenham routine. Instead, it used 8 little “programs” for creating lines, and the diagonal variants took a slope parameter.
Anyway, I’ve had Claude make the following changes (though 128KB is now needed, due to storing lots of lookup tables in extended RAM):
Autofire (hooray!)
Much faster obstacle drawing
Removal of the very annoying shooting sound effect
Off-topic: I’ve only just discovered now that the music during the credits is a great remix of J.S. Bach’s Prelude No. 2. It took me 40 years to realize that!
Horizon Runner seems to be very restricted in how far you can move sideways. You’d have to fix that to really feel like Space Harrier. Otherwise it looks promising.
Nice, Space Harrier was always one of my favourite games, the CPC version really disappointed a 13yr old me, with the wireframe graphics - compared to all other ports, I felt we were hard done by.
Good to see the game getting some much deserved love!