EnderDude Posted September 6, 2018 Author Share Posted September 6, 2018 Say, can COLBK be a "fifth" color of the playfield at a resolution of 160x192? Quote Link to comment Share on other sites More sharing options...
emkay Posted September 7, 2018 Share Posted September 7, 2018 (edited) Say, can COLBK be a "fifth" color of the playfield at a resolution of 160x192? As COLBK is a part of the playfield, it is "160x192" . 5th color ? Only in character mode. But you always have the possibility of changing the background graphics. To have a color register as a resolution filter for all available Players and Missiles. In any graphics mode it enhances the colors for up to 8 without any CPU usage. This pictures use character mode plus 7 DLIs. Which means a very low CPU usage and up to 9 colors available for images. For games every "saved CPU cycle" is useful to have them running better. Edited September 7, 2018 by emkay 2 Quote Link to comment Share on other sites More sharing options...
EnderDude Posted September 13, 2018 Author Share Posted September 13, 2018 Yeah, so I can make all kinds of mock-ups, and maybe they might become reality, like I can have a mock-up of Speed King looking better (I think it's worth it because the road has smooth animation, even compared to Pole Position!): Quote Link to comment Share on other sites More sharing options...
TIX Posted September 18, 2018 Share Posted September 18, 2018 Here is something to look at - it's not in the right dimensions - and the design is still a WIP - with the animation not so good.. Maybe this will help someone design a better one? Get them thinking - to have a go.... with it. Hey kiwilove what is the name of the editor you used in the above example ?? it seems to have double and quad pixel support !? Thanks in advance Quote Link to comment Share on other sites More sharing options...
kiwilove Posted September 18, 2018 Share Posted September 18, 2018 The Windows based editor is Paul Lay's Player Editor. http://playsoft.co.uk/ Used it for all the sprites used in AtariBlast! - and your crafts present in the Scramble conversion. Harvey 2 Quote Link to comment Share on other sites More sharing options...
TIX Posted September 19, 2018 Share Posted September 19, 2018 thank you Quote Link to comment Share on other sites More sharing options...
+Philsan Posted September 19, 2018 Share Posted September 19, 2018 I use Paul's editor too (The Rocky Horror Show Demo).I like automatic ORed third color and overlapping sprites gap option. 3 Quote Link to comment Share on other sites More sharing options...
doctorclu Posted September 23, 2018 Share Posted September 23, 2018 I've never realized that graphics take up a bunch of space before I've made this rough map of the 16k ROM (not to scale): Wanted to say your original message has inspired a lot of fun. You are welcome to join the fun, and make your own moon buggy here. I found the chart you made above very helpful. How did you figure out those values? 1 Quote Link to comment Share on other sites More sharing options...
EnderDude Posted September 23, 2018 Author Share Posted September 23, 2018 (edited) Wanted to say your original message has inspired a lot of fun. You are welcome to join the fun, and make your own moon buggy here. I found the chart you made above very helpful. How did you figure out those values? I poked around with the bitmap editor in Omnivore, and I used the moon patrol sap file in the ASMA archive, and HXD to locate the music data. Edited September 23, 2018 by EnderDude 2 Quote Link to comment Share on other sites More sharing options...
doctorclu Posted September 23, 2018 Share Posted September 23, 2018 I poked around with the bitmap editor in Omnivore, and I used the moon patrol sap file in the ASMA archive, and HXD to locate the music data. Ahhh using ASMA files to compare to the information in the rom. Nice! Quote Link to comment Share on other sites More sharing options...
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