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Moon Patrol Graphical Improvements in Mind


EnderDude

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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 by emkay
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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

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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):

 

post-4709-0-78177300-1537730406.png

 

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?

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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 by EnderDude
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