Napalm - Castle Master

Hits: 375

Author: TStorm
Submitted by: musashi9
Date: 2017-01-18 11:24

See more from : Napalm

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2017-01-18 23:14

1. SIRIaX writes

Nice gfx and slick tune! I like the big font in this one. Lovely commy stuff! <3 If the flames behind the logo would move it would really be badass.
Reply to comment #1
2017-01-21 16:18

2. Annatar writes

As in this?
2017-01-18 23:57

3. SToRM writes

nice one, and yeah, too bad the flames behind the logo don't move
2017-01-19 08:26

4. stu writes

Now this is a far better intro in my opinion due to the boobs :) Castle Master was an ok game, wonder how well it ran on the c64?
Reply to comment #4
2017-01-21 16:19

5. Annatar writes

It was slow as molasses and I couldn't figure out what to do.
2017-01-19 11:20

6. WayneK writes

I'm a sucker for this style of intro - the added touch of the Y-expanding sprites make it better than average.
2017-01-19 19:22

7. sachy writes

Agree with all what was already said, but adding tits icon on both sides of your slogan makes you uber-badass, right? =)
2017-01-21 16:16

8. Annatar writes

I. LOVE. THIS. INTRO. Damn that's style! And from what I understand perusing, this version of the intro with this tune is rare, very rare, because the Napalm entries list all the intros but this one. Superslick FLI logo? Check. Cool 1x2 font? You betcha! Slick three color sprites? Yep! Slick tune that fits the design? Yessiree Bob! 10 out of 10. Very atypical for a U. S. group though. The design is European of the period and platform, and the music timing is PAL.
Reply to comment #8
2017-01-21 18:21

9. TStorm writes

I have to correct you here a bit. Lot of ppl think multicolor bitmap on C64 is max 3 colors. Well, 3 colors + background / transparent / $d021. And everything > 3 colors is FLI. Actually, it's possible to have 16 colors in multicolor bitmap with a little limitation - you can't have more than 3 colors in a single 8x8 block. And this logo is planned and drawn accordingly, just check each 8x8 block ( FLI is a bit different format. It switches color banks each line so you can use 3 colors in one 8x1 block and requires a cycle exact timing. Well, any stable raster IRQ does, which is the main reason I hated raster code on C64. :)
Reply to comment #9
2017-01-22 20:25

10. Annatar writes

"Actually, it's possible to have 16 colors in multicolor bitmap with a little limitation - you can't have more than 3 colors in a single 8x8 block." How oh how did I know you were going to say that? (;-)) Yes it's possible to do it that way if drawn carefully, but drawing like that seriously hampers style. Also if I recall correctly this logo doesn't use screen + charset (I don't see how the color could be set).
Reply to comment #10
2017-01-22 22:03

11. TStorm writes

Come on, you're not that old! It's been what... 25 years since you've last done it? :) Turn on bitmap: #$3b -> $d011; Turn on multicolor: #$18 -> $d016. Now since each pixel is 2x1, its represented by 2 bits. So you have 4 possible combinations / colors for one pixel: 00 <- background ($d021), 01 <- bits 4-7 of screen mem ($0400), 10 <- bits 0-3 of screen mem ($0400), 11 <- color mem ($d800)
Reply to comment #11
2017-02-02 18:30

12. Annatar writes

I am THAT old... As you'll no doubt recall, I haven't written any assembler code on the C=64 since 1993, and from that point on UNIX took up more and more of my "computer time" to the point where I'm spending 99% of it on UNIX (and loving every nanosecond of it). The rest is spent waiting for the IDE to CompactFlash(TM) adapter and OS 3.9 so I can finally get the Vampire 500 V2+ going in my A500 :)