Jump to content

Photo

The Titlescreen Kernel


154 replies to this topic

#1 RevEng ONLINE  

RevEng

    River Patroller

  • 3,411 posts
  • bit player
  • Location:Canada

Posted Thu Sep 23, 2010 2:45 PM

The bB Titlescreen Kernel can be used to create high-quality titlescreens for your bB games. Enjoy!

Attached File  titlescreen_kernel_1.4.zip   971.42KB   102 downloads
 
Attached File  The bB Titlescreen Kernel 1.3 Documentation, 20131208.pdf   723.31KB   146 downloads

Jeff Wierer's most excellent vbb project now has an integrated Titlescreen Wizard!

Here are some screenshots from 3 of the examples in the zip.
ex2-scroller.png ex4-color-by-flicker.png ex3-animation.bas.bin.gif

And here are the bins from the examples.
Attached File  ex1-basic_color.bas.bin   16KB   395 downloads
Attached File  ex2-scroller.bas.bin   16KB   384 downloads
Attached File  ex3-animation.bas.bin   16KB   392 downloads
Attached File  ex4-color_by_flicker.bas.bin   16KB   388 downloads
Attached File  ex5-player_and_playfield.bas.bin   16KB   176 downloads

Please report any bugs in this thread. Go forth and make titlescreens!

#2 yuppicide OFFLINE  

yuppicide

    I am the Black Knight. Give me your money!

  • 6,933 posts
  • Location:New Jersey

Posted Thu Sep 23, 2010 2:51 PM

Shoiuld be the official SEXYNESS thread.

I think we should all get together and just make a crapload of title screens for games.. then hope someone makes a port of every game lol.

#3 Philsan OFFLINE  

Philsan

    River Patroller

  • 2,782 posts
  • New Orleans Saints Super Bowl XLIV Champions
  • Location:Switzerland

Posted Thu Sep 23, 2010 3:20 PM

Awesome!
This is a big step forward for Atari VCS.
A huge thank you to skilful Mike for his achievement.

#4 RevEng ONLINE  

RevEng

    River Patroller

  • Topic Starter
  • 3,411 posts
  • bit player
  • Location:Canada

Posted Thu Sep 23, 2010 4:13 PM

:D thanks guys!

I can't wait to see what people make with it!

#5 Random Terrain ONLINE  

Random Terrain

    Visual batari Basic User

  • 25,017 posts
  • Controlled Randomness
    Replay Value
    Nonlinear
  • Location:North Carolina (USA)

Posted Thu Sep 23, 2010 4:33 PM

Thanks. I'll see what I can make tonight. Now I have to figure out the best way to link to this thread from the bB page. Throwing it in with a bunch of other links doesn't seem right. Maybe I can create a section for it, add a little text from your PDF file, then add a link to this thread.

#6 PAC-MAN-RED OFFLINE  

PAC-MAN-RED

    Moonsweeper

  • 422 posts

Posted Thu Sep 23, 2010 4:39 PM

Wow!!! :lust: This is truly a masterpiece in programming if I ever saw one. :D

#7 atari2600land OFFLINE  

atari2600land

    Game Gear>Game Boy

  • 8,263 posts
  • Location:Salem, Oregon

Posted Thu Sep 23, 2010 5:43 PM

OK, so it isn't really the best one, but it's better than big, blocky letters filling up the whole screen.

Attached Thumbnails

  • ag4titlescreen.png


#8 RevEng ONLINE  

RevEng

    River Patroller

  • Topic Starter
  • 3,411 posts
  • bit player
  • Location:Canada

Posted Thu Sep 23, 2010 6:01 PM

OK, so it isn't really the best one, but it's better than big, blocky letters filling up the whole screen.

It's cool - I like the shading you've done on the title letters! :thumbsup:

#9 jbaudrand OFFLINE  

jbaudrand

    Space Invader

  • 35 posts

Posted Fri Sep 24, 2010 4:51 AM

Many thanks for this kernel, I guess it will be useful to pin it or create a master Thread where all the available kernel will be displayed (I mean no support thread, because it will be difficult to read, but more like a tool box; maybe in a near future we will have a lot of kernel available)

#10 Random Terrain ONLINE  

Random Terrain

    Visual batari Basic User

  • 25,017 posts
  • Controlled Randomness
    Replay Value
    Nonlinear
  • Location:North Carolina (USA)

Posted Fri Sep 24, 2010 10:00 AM

Update:

I had a problem where the background color wasn't right. I thought I put the following in an empty bank, but it wasn't empty:

asm
   include "titlescreen/asm/titlescreen.asm"
end

After I moved up to 32k and put it in a bank that was really empty, the background color was correct.

Edited by Random Terrain, Fri Sep 24, 2010 1:11 PM.


#11 yuppicide OFFLINE  

yuppicide

    I am the Black Knight. Give me your money!

  • 6,933 posts
  • Location:New Jersey

Posted Fri Sep 24, 2010 11:40 AM

Awesome documentation for your Titlescreen Kernel!

I have an idea for something that maybe can be implemented in a future version or maybe it's doable in the current state.

Currently there's an animation mini kernel to make text scroll upwards. What about another mini kernel that doesn't moves a bunch of lines at once?

Your Robotron scrolling example has an image with a height of 256, but you're only showing 64 at a time. It scrolls up slowly.

Since you are able to make an image that has a height of 256, how about a mini kernel that allows the user to alternate between 2, 3 or 4 images, which would all be contained in one image of a 256 height. Here's my example:

To alternate between two images, you would draw one image with a height of 256, animation frame #1 is contained in lines 1 - 128, animation frame #2 is lines 129 - 256. Your mini kernel would switch between those two sections to make a 2 frame animation.

You would also be able to chose to have 3 animation frames, animation frame #1 is lines 1 - 85, animation frame #2 is lines 86 - 170, and animation frame #3 is lines 171 - 256.

Lastly, you could chose to have 4 animation frames, animation frame #1 is lines 1 - 64, animation frame #2 is lines 65 - 128, animation frame #3 is lines 129 - 192, and animation frame #4 is lines 193 - 256.

People would be able to use this to switch between picture.. you could make a car zooming across the screen, a person walking, or maybe just switch between your game title and company title.

#12 Random Terrain ONLINE  

Random Terrain

    Visual batari Basic User

  • 25,017 posts
  • Controlled Randomness
    Replay Value
    Nonlinear
  • Location:North Carolina (USA)

Posted Fri Sep 24, 2010 12:26 PM

People would be able to use this to switch between picture.. you could make a car zooming across the screen, a person walking, or maybe just switch between your game title and company title.

I'm either not reading that right or I'm on drugs. Sounds like you are talking about 6. Example 3 - A titlescreen with an animated graphic in the PDF file. It's right after the stuff about scrolling.

#13 Godzilla OFFLINE  

Godzilla

    Quadrunner

  • 6,775 posts
  • Location:Jacksonville, Fl

Posted Fri Sep 24, 2010 12:30 PM

wow that is damn cool! :)

#14 RevEng ONLINE  

RevEng

    River Patroller

  • Topic Starter
  • 3,411 posts
  • bit player
  • Location:Canada

Posted Fri Sep 24, 2010 12:52 PM

Can anything interfere with the background color?...

I'm not sure what's going on there.

The background color is determined by the titlescreencolor value, which is either hardcoded in the "titlescreen_color.asm" file (to a default of black), or it can be set by dim'ing a variable named "titlescreencolor".

But from your description I'm guessing you haven't done that... if you can post or PM the code with the problem I can take a look.

@yuppicide: RT called it right. (If he's on drugs, he's not sharing.) Have a look at the animation example! :)

#15 Random Terrain ONLINE  

Random Terrain

    Visual batari Basic User

  • 25,017 posts
  • Controlled Randomness
    Replay Value
    Nonlinear
  • Location:North Carolina (USA)

Posted Fri Sep 24, 2010 1:07 PM

But from your description I'm guessing you haven't done that... if you can post or PM the code with the problem I can take a look.

I must be on drugs. I think I stuck it in a bank I thought was empty, but it wasn't. I moved up to 32k since I was out of totally free banks and now it works.

#16 Random Terrain ONLINE  

Random Terrain

    Visual batari Basic User

  • 25,017 posts
  • Controlled Randomness
    Replay Value
    Nonlinear
  • Location:North Carolina (USA)

Posted Fri Sep 24, 2010 2:18 PM

OK, now this is weird. I figured out the background color problem, but I just found out that if I leave in "draw_gameselect" the color of my logo is in PAL colors. If I delete it, my colors are NTSC.

#17 RevEng ONLINE  

RevEng

    River Patroller

  • Topic Starter
  • 3,411 posts
  • bit player
  • Location:Canada

Posted Fri Sep 24, 2010 2:37 PM

You probably have too many lines of bitmap data - what's your scanline count?

#18 Random Terrain ONLINE  

Random Terrain

    Visual batari Basic User

  • 25,017 posts
  • Controlled Randomness
    Replay Value
    Nonlinear
  • Location:North Carolina (USA)

Posted Fri Sep 24, 2010 2:48 PM

You probably have too many lines of bitmap data - what's your scanline count?

So that's what happened. I'm still playing around, so I left some of the default stuff on the screen.

#19 Random Terrain ONLINE  

Random Terrain

    Visual batari Basic User

  • 25,017 posts
  • Controlled Randomness
    Replay Value
    Nonlinear
  • Location:North Carolina (USA)

Posted Fri Sep 24, 2010 5:13 PM

Here's my first try:

seaweed_assault.png

#20 RevEng ONLINE  

RevEng

    River Patroller

  • Topic Starter
  • 3,411 posts
  • bit player
  • Location:Canada

Posted Fri Sep 24, 2010 5:39 PM

Wow... That's really pretty!

#21 yuppicide OFFLINE  

yuppicide

    I am the Black Knight. Give me your money!

  • 6,933 posts
  • Location:New Jersey

Posted Fri Sep 24, 2010 6:54 PM

Sorry, maybe I missed it because I was at work and when I looked at the picture of the gears they all look just about the same. So, I couldn't really tell from that stacked picture. Now I see you say "the gears are animated you need to trust me".

Maybe something with more contrast between frames would have done it.

#22 RevEng ONLINE  

RevEng

    River Patroller

  • Topic Starter
  • 3,411 posts
  • bit player
  • Location:Canada

Posted Fri Sep 24, 2010 7:25 PM

I see that, yuppi.

I also should have include example bins too, so I threw those up in the first post just now, along with an animated gif of the gears example.

Edited by RevEng, Fri Sep 24, 2010 11:39 PM.


#23 yuppicide OFFLINE  

yuppicide

    I am the Black Knight. Give me your money!

  • 6,933 posts
  • Location:New Jersey

Posted Sat Sep 25, 2010 3:08 PM

I was going to suggest .bins also 'cause I had trouble trying to compile. I probably don't have things in the right directory.

#24 atari2600land OFFLINE  

atari2600land

    Game Gear>Game Boy

  • 8,263 posts
  • Location:Salem, Oregon

Posted Sat Sep 25, 2010 4:50 PM

Very nice work! I just have a question: Can I use other kernels, like the lives counter, with the titlescreen one?

#25 RevEng ONLINE  

RevEng

    River Patroller

  • Topic Starter
  • 3,411 posts
  • bit player
  • Location:Canada

Posted Sat Sep 25, 2010 5:10 PM

I haven't tested it with other kernels/minikernels installed, but I don't see why it wouldn't work.




0 user(s) are browsing this forum

0 members, 0 guests, 0 anonymous users