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Anyone thirsty for some PoP?


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#176 Thomas Jentzsch OFFLINE  

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Posted Sun Feb 27, 2005 6:00 AM

BTW: I've done some calculations, based on the original. There the screen is 320 x 189 pixel and the standing Prince is 10 x 41 pixels wide. The aspect ratio should be about the same.

Since the used 2600 screen is 128 pixel wide, the vertical (using a 2LK)and horizontal factors are 2.5 each. So the screen should be about 75 pixels tall, with the Prince being 8 single width (or 4 double width) x 16 pixel.

#177 salstadt OFFLINE  

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Posted Sun Feb 27, 2005 6:55 AM

8 single / 4 double for the idle standing, right? That sounds about right. Well if you want to select which of the princes I made would work best, or reccomend a change (like, 'take prince 5 but make him 2 pixels taller and color his pants' etc) then I can jump right into some of the animations.

- Adam

#178 Thomas Jentzsch OFFLINE  

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Posted Sun Feb 27, 2005 7:12 AM

8 single / 4 double for the idle standing, right?

Yup.

That sounds about right. Well if you want to select which of the princes I made would work best, or reccomend a change (like, 'take prince 5 but make him 2 pixels taller and color his pants' etc) then I can jump right into some of the animations.

Something between #4 and #5 would be ok (though I really like #2). Maybe just with blonde hair. And instead of using completely different colors, maybe some slight shading of only a few colors. So color errors would be less obvious.

And IMO you could make him a little wider, if you want to. That would give him some comic like effect and you'd have a bit more space for details.

But those are only suggestions. I am sure you know how to handle this perfectly.

#179 Thomas Jentzsch OFFLINE  

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Posted Sun Feb 27, 2005 2:04 PM

Here is a screenshot of the latest progess. I reduced the vertical size, so that the aspect ratio of layout now matches the original game (though my calculations above where slightly wrong, the factor should be 2.67, because the left and right most PF pixel is from the adjacent screens).

Below (or above) the screen is now a quite large unused area. Maybe we can use that for constantly displaying the remaining minutes

The thin black lines are meant to be used for repositioning of one sprite between the floors

#180 Thomas Jentzsch OFFLINE  

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Posted Sun Feb 27, 2005 2:04 PM

Oops, I forgot the screenshot.

Attached Thumbnails

  • pop014.png


#181 StanJr OFFLINE  

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Posted Sun Feb 27, 2005 4:15 PM

:o
:o
:o
:o
:o

this is incredible. Simply amazing.

#182 salstadt OFFLINE  

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Posted Mon Feb 28, 2005 4:32 AM

Something between #4 and #5 would be ok (though I really like #2). Maybe just with blonde hair. And instead of using completely different colors, maybe some slight shading of only a few colors. So color errors would be less obvious. And IMO you could make him a little wider, if you want to. That would give him some comic like effect and you'd have a bit more space for details.


Like this?
Posted Image

- Adam

#183 Thomas Jentzsch OFFLINE  

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Posted Mon Feb 28, 2005 6:16 AM

Posted Image

Yup, something like this (but with a darker blonde, like in the original). And currently he is 18 (should be ~16) pixel tall.

Though I would prefer a blue belt version, I suppose choosing a red one is a clever decision, since the color is very close to the skin color.

Maybe the extra belt at the feet is superfluous, since it might cause problems when the Prince is jumping? (I can't wait to see the first animation(s). ;))

But I am not the only one to decide. You are the artist and then there are other people who should get involved into the project.

#184 vdub_bobby OFFLINE  

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Posted Mon Feb 28, 2005 12:06 PM

BTW: I've done some calculations, based on the original. There the screen is 320 x 189 pixel and the standing Prince is 10 x 41 pixels wide. The aspect ratio should be about the same.

Since the used 2600 screen is 128 pixel wide, the vertical (using a 2LK)and horizontal factors are 2.5 each. So the screen should be about 75 pixels tall, with the Prince being 8 single width (or 4 double width) x 16 pixel.

You mean 75 2LK pixels, right? So 150 scanlines?

And I am curious to know if you were able to reduce your RAM usage...? The code you posted in the Programming forum was using ~65 bytes for the PF data; have you been able to compact that?

And have you actually implemented the repositioning of the ball? I'm excited to see!

:D

At this point, I can't decide which way to go with my kernel - I really need to know the possible layouts of the rooms better.

I do have MS instant messenger, but I don't like to have it on constantly, so send me an email and I will jump on if I am able. vdub_bobby at yahoo dot com

#185 Thomas Jentzsch OFFLINE  

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Posted Mon Feb 28, 2005 12:26 PM

You mean 75 2LK pixels, right?  So 150 scanlines?

Yup.

And I am curious to know if you were able to reduce your RAM usage...?  The code you posted in the Programming forum was using ~65 bytes for the PF data; have you been able to compact that?

I don't have the code now, but I have reduced some RAM usage (colorLst is only 3 bytes now, 3 instead of 4 rows/floor for the PF). But for repositioning I need new extra RAM. So it should still be about the same memory usage.

And have you actually implemented the repositioning of the ball?  I'm excited to see!

It's not the ball, but one of the players. Maybe I can show something tonight.

At this point, I can't decide which way to go with my kernel - I really need to know the possible layouts of the rooms better.

At the beginning of this thread, there was a link to all maps of PoP. And you can download the game and play it completely. There are some cheats which allow you do select any level you want to etc. (google for "Prince megahit").

I do have MS instant messenger, but I don't like to have it on constantly, so send me an email and I will jump on if I am able.  vdub_bobby at yahoo dot com

Why eMail? We have this forum and with eMail notification the should be no delay.

I don't have M$ messenger (I avoid M$ where ever I can), but I have ICQ.

#186 vdub_bobby OFFLINE  

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Posted Mon Feb 28, 2005 12:36 PM

And have you actually implemented the repositioning of the ball?  I'm excited to see!

It's not the ball, but one of the players. Maybe I can show something tonight.

Cool. :)

I do have MS instant messenger, but I don't like to have it on constantly, so send me an email and I will jump on if I am able.  vdub_bobby at yahoo dot com

Why eMail? We have this forum and with eMail notification the should be no delay.

I don't have M$ messenger (I avoid M$ where ever I can), but I have ICQ.

I don't know exactly what you mean here, but I was just responding to Adam's request for IMs. If anyone wants to IM me, you can email me or just request here that I get on IM. I prefer the forums myself; I'm not a big fan of IMming.

#187 vdub_bobby OFFLINE  

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Posted Mon Feb 28, 2005 12:38 PM

Why eMail? We have this forum and with eMail notification the should be no delay.  

I don't have M$ messenger (I avoid M$ where ever I can), but I have ICQ.

I don't know exactly what you mean here, but I was just responding to Adam's request for IMs. If anyone wants to IM me, you can email me or just request here that I get on IM. I prefer the forums myself; I'm not a big fan of IMming.

Oh, nevermind - I just figured out what you meant :) I'm a little slow in the morning here...

#188 Thomas Jentzsch OFFLINE  

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Posted Mon Feb 28, 2005 2:46 PM

Here are two shots of the (unfinished) repositioning kernel (single/double width players).

Attached Thumbnails

  • pop015a.png
  • pop015b.png


#189 vdub_bobby OFFLINE  

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Posted Mon Feb 28, 2005 3:07 PM

Purty! :)

#190 Thomas Jentzsch OFFLINE  

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Posted Mon Feb 28, 2005 3:30 PM

Purty!  :)

Uhm, could you translate that please? :?

#191 vdub_bobby OFFLINE  

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Posted Mon Feb 28, 2005 3:38 PM

"Pretty," with a southern drawl. As in, "That boy has a purty mouth." :)

#192 vdub_bobby OFFLINE  

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Posted Tue Mar 1, 2005 2:42 PM

My latest demo -

using Ball for sword, and using missile as Thomas is: as an extra pixel for one of the players. If you look close the guy on the left is nine-pixels wide. Also rewrote kernel so no graphic/color glitches in play area.

About halfway through the repositioning code; will post when I've got it. :)

Attached Thumbnails

  • pop2lk_yellows.png

Attached Files



#193 vdub_bobby OFFLINE  

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Posted Wed Mar 2, 2005 5:14 PM

Ok, got the repositioning code working. Needs a lot of tightening up, but it works.

Screenshot:

Those are supposed to be torches and a jar.

Still flickering the ball for the sword.

Attached Thumbnails

  • popreposition.png


#194 Thomas Jentzsch OFFLINE  

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Posted Wed Mar 2, 2005 6:25 PM

:thumbsup:

#195 legeek OFFLINE  

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Posted Thu Mar 3, 2005 10:45 AM

Looking good vdub! :thumbsup:

#196 Godzilla OFFLINE  

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Posted Fri Mar 4, 2005 7:07 PM

deamn that is looking suh-weet! Huzzah!

#197 Thomas Jentzsch OFFLINE  

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Posted Sat Mar 5, 2005 11:36 AM

Kernel almost finished. :)

The ball is now used for the swords, the extra missile pixels extend the players width (look at the arms).

Sourecode and binary attached.

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  • pop019.png

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#198 kisrael OFFLINE  

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Posted Sat Mar 5, 2005 2:52 PM

Wow, that's really nice.

You probably know this, interesting bug w/ the sword, it looks like there are times when the bottom edge of the sword is near the top of something else that it forgets to turn off the missile and so it just keeps drawing...actually that bug was very informative...what do you do, carefully preposition the missile during the vblank and start it moving so that if you turn it off then on and just the right time it ends up in the right place?

#199 Thomas Jentzsch OFFLINE  

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Posted Sat Mar 5, 2005 2:56 PM

You probably know this, interesting bug w/ the sword, it looks like there are times when the bottom edge of the sword is near the top of something else that it forgets to turn off the missile and so it just keeps drawing...

Yup, I know. But that bug will never occur in the real game, because the sword (=ball) will never be there (at the very top of a floor).

actually that bug was very informative...what do you do, carefully preposition the missile during the vblank and start it moving so that if you turn it off then on and just the right time it ends up in the right place?

Yup.

#200 Thomas Jentzsch OFFLINE  

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Posted Sat Mar 5, 2005 5:01 PM

After some adjustments I can also do variable shifts of the sword (and maybe also variable widths)

Attached Thumbnails

  • pop020.png





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