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Dig Dug (1983) - Graphic Improvements


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#26 Josť Pereira OFFLINE  

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Posted Tue Sep 22, 2015 12:59 PM

This one seems to be in bitmap mode then here it's seems possible to use the Missiles on our guy in 5th Player mode taking the PF3 colour that isn't present on the game, right?

#27 MrFish OFFLINE  

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Posted Tue Sep 22, 2015 1:08 PM

This one seems to be in bitmap mode then here it's seems possible to use the Missiles on our guy in 5th Player mode taking the PF3 colour that isn't present on the game, right?

 

Yes, this uses bitmapped mode. I'll go out on a limb again and say that in this case I'd bet they're already using the missiles as the 5th player, since this does use a multiplexer, and it wouldn't make sense not to use it since it would lessen the amount of flicker. That doesn't mean they couldn't be repurposed, but then you'd be adding flicker to a game that already has quite a bit on the later levels when there are many enemies present.


Edited by MrFish, Tue Sep 22, 2015 1:11 PM.


#28 Cafeman OFFLINE  

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Posted Tue Sep 22, 2015 1:11 PM

Dig Dug himself is flickered when things get busy. It doesn't look bad though, to me. 



#29 MrFish OFFLINE  

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Posted Sat Nov 14, 2015 7:24 PM

A few minor changes, done a couple days after the last version was posted:

 

1. Pukas gained weight

2. Rock breaking animation improved

 

I decided the Pukas didn't look as bad as I'd initially thought after making them a little thicker vertically. I think I was just accustomed to them they way they were before, and also thought the feet didn't look as good this way (when up against the body). But I've gotten used to it now, and I think it's an improvement.

 

First attempts at improving the rock breaking animation. I also (necessarily) fixed some problems with how the animated rocks were masked.

 

Still lots to do, but this is gonna sit for a while now...

 

 



#30 MrFish OFFLINE  

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Posted Sat Nov 14, 2015 9:44 PM

Wrong ROM posted up above (now deleted). That one had the larger Puka sprites but not the newer rock breaking animation.

 

This should be the right one:

 

Attached File  Dig Dug (1983) 10-9.xex   16.15KB   192 downloads

 

 



#31 FULS OFFLINE  

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Posted Sun Nov 15, 2015 1:52 PM

MrFish,

Can this be made into a 16k bin. I wrote the contents of $8000-$BFFF to a file but it froze when I pressed the START button.

 

Thanks,

Doug



#32 MrFish OFFLINE  

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Posted Sun Nov 15, 2015 2:44 PM

When you say "bin", do you mean a cartridge ROM file? I've just been working on an XEX (by request) for the last few rounds of changes. I don't plan on making another ROM till I'm done with everything at this point.



#33 Big_Mo OFFLINE  

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Posted Fri Dec 25, 2015 4:43 PM

Coming to this thread late.  Cool stuff.

 

BTW it's Pooka, not Puka ;)  I was in charge of all the classic Namco IP for mobile for a few years, so I know these things hee hee.

 

To my eye the upper ghost eye version of the Pooka is more correct in the original graphics than in the updated version in the comparison chart.  The melon slice ought to be slightly thicker vertically.


Edited by Big_Mo, Fri Dec 25, 2015 4:44 PM.


#34 MrFish OFFLINE  

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Posted Fri Dec 25, 2015 5:53 PM

Coming to this thread late.  Cool stuff.

 

BTW it's Pooka, not Puka icon_wink.gif  I was in charge of all the classic Namco IP for mobile for a few years, so I know these things hee hee.

 

To my eye the upper ghost eye version of the Pooka is more correct in the original graphics than in the updated version in the comparison chart.  The melon slice ought to be slightly thicker vertically.

 

Thanks!

 

Yeah, I was calling them the correct name on the first page. At least I didn't call them Puko's. icon_mrgreen.gif

 

You're right about the "open eye" version of the Puko ghost, I mean Pooka ghost. I originally had them closer to the arcade, but didn't like how the animation looked, so I took a liberty there.

 

The melon slice will look different on an NTSC system -- as in taller. So the comparison chart is approximately what it looks like on a PAL system. I'm not doing any compensations for PAL/NTSC in terms of aspect ratio. Colors of course are another matter, but nothing has been done in that regard yet.


Edited by MrFish, Fri Dec 25, 2015 6:36 PM.


#35 Caterpiggle OFFLINE  

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Posted Sat Dec 26, 2015 3:01 PM

Hello Mr. Fish ,

 

That is good that you has been keeping update for our Dig-Dug. And Have you major changed into more like on Arcade like you showed me 2 pictures there ? Cheers !



#36 MrFish OFFLINE  

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Posted Wed Dec 6, 2017 2:34 AM

Started working on this some again...

 

I also got this title screen from the in-game about done, but IDK... the artwork looks a little bit weird to me (logo is fine).

 

dig dug title.png

 

 

I know it's supposed to look a little rough and it also has a particular Japanese touch and humor; but I was thinking about working on something else.

 

The marquee has some similar imagery, so maybe I'll skip on that...

 

dig dug marquee.png

 

 

Maybe just the logo that follows the marquee style, which I find pretty cool:

 

dig dug alt logo.png

 

 

Maybe I can put the last one in a separate screen that comes up before the one I'm currently finishing...

 



#37 Rybags OFFLINE  

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Posted Wed Dec 6, 2017 3:42 AM

Player and dragon look too tall compared to ingame.



#38 TheNameOfTheGame OFFLINE  

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Posted Wed Dec 6, 2017 6:29 AM

Looking good!  Glad to see you working on this again!



#39 Tempest OFFLINE  

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Posted Wed Dec 6, 2017 8:36 AM

I always hated the arcade Dig Dug title screen, it looks.... weird.  Still, it is a nice copy of it though.



#40 MrFish OFFLINE  

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Posted Wed Dec 6, 2017 9:49 AM

Player and dragon look too tall compared to ingame.

 

I guess they realised that the Pooka would look huge if they scaled it up similarly.



#41 MrFish OFFLINE  

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Posted Wed Dec 6, 2017 9:59 AM

I always hated the arcade Dig Dug title screen, it looks.... weird.  Still, it is a nice copy of it though.

 

The main reason I might leave it in is for authenticity.

 

It's definitely better than what the 8-Bit version has right now.

 

The cab side has some pretty cool images; although, vertically stacked art doesn't work as well for the 8-Bit's screen.

 

dig dug cab art.png

 

 

The hose in that image looks like an umbilical cord on Fygar.

 



#42 MrFish OFFLINE  

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Posted Wed Dec 6, 2017 10:04 AM

The bezel uses mostly similar images, but might adapt better to the Atari's screen dimensions by picking and choosing some portions to combine.

 

dig dug bezel.png

 



#43 _The Doctor__ OFFLINE  

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Posted Wed Dec 6, 2017 1:20 PM

are you doing this to both readily available versions of dig dug? remaking the one with crappy control or good control?



#44 SS OFFLINE  

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Posted Wed Dec 6, 2017 1:45 PM

Which is the crappy control? The 1982 version?

#45 MrFish OFFLINE  

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Posted Wed Dec 6, 2017 2:12 PM

I've considered working on the 1982 version; it has it's merits, in comparison. It's actually the version that I had BITD.

 

I'm just sticking with the 1983 version for now; there's enough to do with finishing it.



#46 Level42 OFFLINE  

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Posted Wed Dec 6, 2017 2:32 PM

I like the tulips on that bezel. I’m Dutch, I like tulips...... :D :D

Seriously.....keep it as close to the arcade games as possible, whatever you may think of it. IMHO arcade conversions should be as close as posisbele to the arcade games....

Awesome work, again !!!!

#47 MrFish OFFLINE  

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Posted Wed Dec 6, 2017 3:21 PM

I like the tulips on that bezel. I’m Dutch, I like tulips...... :D :D

Seriously.....keep it as close to the arcade games as possible, whatever you may think of it. IMHO arcade conversions should be as close as posisbele to the arcade games....

Awesome work, again !!!!

 

I'll just share where I'm at with it now.

 

Finally got around to working on Dig Dug himself.

 

I've also made improvements to the enemies.

 

Still work to do on the death frames -- for all characters -- in getting them into the new styles.

 

Attached File  Dig Dug (1983) test 12-5-2017.xex   20.74KB   60 downloads


Edited by MrFish, Wed Dec 6, 2017 3:27 PM.


#48 Caterpiggle OFFLINE  

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Posted Wed Dec 6, 2017 6:59 PM

Good evening Mr. Fish.

 

Why you called yourself Fish ? Any reason why ? I do like your intro arkwork from the original Dig-Dug ...

 

But not in playing mode there ....

 

You did sent upgrade in "playing mode" level 1 , better than photo on XEGS Original Box. I thought you were working on this issue which you did sent an photo of photoshop - Level 1 ?



#49 TheNameOfTheGame OFFLINE  

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Posted Wed Dec 6, 2017 6:59 PM

I vote for authenticity on the title screen.  :thumbsup:



#50 MrFish OFFLINE  

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Posted Wed Dec 6, 2017 8:01 PM

Good evening Mr. Fish.

 

Good evening Mr. Piggle.

 

 

Why you called yourself Fish ? Any reason why ?

 

It's an old nickname of mine...

 

 

I do like your intro arkwork from the original Dig-Dug ...

 

Thanks.

 

 

But not in playing mode there ....

 

Well, I guess this update isn't for you then.

 

 

You did sent upgrade in "playing mode" level 1 , better than photo on XEGS Original Box. I thought you were working on this issue which you did sent an photo of photoshop - Level 1 ?

 

Yes, I did, but that mockup has nothing to do with this update.

 






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