Sure! Just let me know what sizes they need to be and I'll take a shot at it.
Hm... can I be a little vague on this?
There's 4 different enemies in the game. You can see them all at once, if you just watch the arcades attract mode a while.
They are animated.
They all zoom in out of single pixels.
They can explode.
Well, my engine can do as many sprites as are needed for all of this. Their height can be variable, though all shapes *may* require to be padded with zeros to even heights (2,4,6,8,... scanlines). (I'm not fully done with the code here.)
Basically all enemy sprites should fit into a page. That is 256 bytes. That is also 256 scanlines.
So, that's averagely 64 sprite lines available for each enemy. Which is a really a lot. For example the small attacking sprite is only 3 pixels tall, so in theory it could zoom, animate and explode with 21 different frames. (16 if padded to a height of 4)
Well... to complicate (or simplify?) things, it'd be cool if all tasks would require an equal number of frames, at best being a power of 2.
Like zooming in an enemy would require 4 or 8 frames for all enemies, animating them 2 or 4 frames and exploding also 2 or 4 frames
Before I forget. Not only the enemies need to fit into those 256 lines, but also the explosions caused by the ion-cannons. And probably the bombs the bomber enemy is dropping. But that'll be few bytes only.
I see... I sound way too complicated already
Well to get started, a simple conversion of the 4 full size enemies with their animations will do. When I see how many frames and space that requires, I can see what's left for the zoom and the explosions
Right now just the shapes would be good enough, but I think I might be able to do multicolor instead of monochrome frames, so if color will help the conversion, just use it (one color per scanline)
I think there needs to be a nose-activated fire button for the 2600
Hehe, then TJ can really do a Nose Dive game