> You might notice that some scenes show more colors onscreen than contemporaries like the C64 - this is all because of the display list interrupt techniques Crawford talks about, combined with clever overlaying of the player/missile sprite system.
Similar techniques are heavily used on the C64 too. See e.g.
Like for many of these platforms, it's almost impossible to extract graphics from "newer" games or demos accurately without actually running them in a cycle accurate emulator and in many cases you have to capture at least two frames and interpolate...
Similar techniques are heavily used on the C64 too. See e.g.
http://studiostyle.sk/dmagic/gallery/gfxmodes.htm
E.g. here's a bunch of IFLI images:
http://c64pixels.com/main.php?g2_view=keyalbum.KeywordAlbum&...
And here's a bunch using sprite layers:
http://c64pixels.com/main.php?g2_view=keyalbum.KeywordAlbum&...
Like for many of these platforms, it's almost impossible to extract graphics from "newer" games or demos accurately without actually running them in a cycle accurate emulator and in many cases you have to capture at least two frames and interpolate...