I do think it is great job you are trying to do, and I welcome to see such hacks as such.
I never liked the Atari home versions of Dig Dug and thought they could be better, with the right programmer behind it.
So called multi-coloured sprites are desirable - and if possible should be used, hence reprogramming as such, or rather, start from scratch all over again.
But if bad flicker is present - then software sprites seem the only other option.
Thanks. They cut some corners on what is otherwise a quite good game. So I figured I'd hack at 'em a little bit and see what could be done. I also like the challenge of working with 1-bit graphics sometimes. Makes you a little more aware of what kinds of challenges go on in the 2600 community.
You have to remember, there are already two completely different versions of Dig Dug available on the Atari 8-bits. The other one actually uses bitmapped playfield graphics for the enemies, and P/M graphics for when they turn in to ghosts (or whatever they are) and float across the dirt. Whereas this version uses P/M's only for the enemies at all times -- although the flames and pump hose (except when the pump hose is used vertically, in which case P/M's are used) are both playfield graphics.
[Note: Why they didn't use the same color for the pump hose when it's rendered as a player as when it's rendered using the darker red playfield graphics, I have no idea. Screw up?]
Yes, something better is surely possible using either character or bitmapped soft-sprites, and using the P/M's for static coloring and the enemy ghosts.
If you had the availability of the editor(s) for any game - would you jump at the chance to create your own levels etc in which you have full control over the graphics?
I would ask this of any other persons who are keen on graphics design as such. Should new homebrew games - have such an option available? Would programmers welcome such input into projects they have completed.
Maybe some new homebrews could be started that way - in which the graphics are a WIP - yet to be designed?
Well maybe, maybe not?
It all depends on the game. If I don't care for the game then I wouldn't care to spend time and effort on the graphics. I do think it's a good idea to leave things open and even provide the necessary tools if you think there's a chance someone might be able to do some improvements later. The tools are often needed to begin with -- such as level editors.
Edited by MrFish, Thu Sep 10, 2015 6:46 PM.