Added and updated graphics from Franck Sauer, as I recently stumbled across his excellent homepage.
This update includes the copper backdrops and the animated Owl sprite from Agony and I regrabbed all images that had been here previously. There'll be more updates from Agony and Unreal in the not too distant future.
It's been quite a while since my last update and I'll promise to update more often again.
The Agony logo is based on a design created by Roger Dean specifically for the game.
The backgrounds only consisted of two colors which were extended by using the copper to change color registers every couple of lines. The finer gradients were created by also switching between the colors 50 times per second.
The backgrounds only consisted of two colors which were extended by using the copper to change color registers every couple of lines. The finer gradients were created by also switching between the colors 50 times per second.
The backgrounds only consisted of two colors which were extended by using the copper to change color registers every couple of lines. The finer gradients were created by also switching between the colors 50 times per second.
The backgrounds only consisted of two colors which were extended by using the copper to change color registers every couple of lines. The finer gradients were created by also switching between the colors 50 times per second.
The animation for this background wasn't used in the game.
The backgrounds only consisted of two colors which were extended by using the copper to change color registers every couple of lines. The finer gradients were created by also switching between the colors 50 times per second.
This is the only background with animation that was actually used in the game.
The backgrounds only consisted of two colors which were extended by using the copper to change color registers every couple of lines. The finer gradients were created by also switching between the colors 50 times per second.
The animation for this background wasn't used in the game.
This background wasn't used in the game. That is also the reason why I couldn't colorize it as there wasn't any copper list that I could use for reference.
Frames from the beautifully animated player sprite.
Two 16 color sprites were used to create the player sprite. With 16 color sprites taking up two sprites the whole player sprite took up 4 hardware sprites leaving only 4 sprites left for the rest of the game (mainly player bullets and rain drops).