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Defender_2600

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  1. No, just bad design. 184 vertical pixels are sufficient to display 6 ramps. See the VIC 20 (1983) version. And with 192 vertical pixels you can get even better. On the other hand, it would have been a bad idea to eliminate some horizontal corridors in Pac-Man due to the low vertical resolution.
  2. I think you are referring to the latest Centipede TB version with my improved graphics and animation. Here's a complete list of changes: - removed / updated the frame-border around the playfield. - re-draw the mushrooms graphics (now softer and closer to the arcade). - edited the graphics of the damaged mushrooms and the graphics of the poisoned mushrooms. -updated the eyes and the animation of the Centipede (now his feet are no longer alternate). - tweaked the graphics of the spider. - used the arcade score font. - updated the text font (options menu). - updated some colors / details on the title screen. - included the "TB" graphics on the title screen. @Ben from Plaion Ben, I was wondering if you might be interested in testing the latest update of 7800 "Centipede Deluxe TB". After the sudden passing of Ken Siders this final version remained in a dormant state on my hard disk for years and has never been shared publicly. In addition, thanks to the help of @tep392 Perry, it uses the left difficulty switch to turn the arcade bezel on/off and right difficulty switch to select trackball or joystick mode, so you have my four variations of the game combined in one ROM/cartridge.
  3. A couple of interesting examples with 8-way scrolling on 7800 stock hardware.
  4. Fantastic news. But looking at the color, is it authentic with yellowing included? @TrogdarRobusto
  5. Well, I'll tell you in a friendly way, your "Disinformation activity" regarding 7800 graphics has failed miserably. You can't delete what you wrote, your old and recent posts will be your shadow and your reputation has become a joke in the 7800 forum. And despite you, it was a further opportunity to delve deeper and show the excellent graphic potential of the 7800, making people even more aware. P.S. just as we have seen that you are not able to distinguish 40 colors from 10 colors on the screen, maybe next time if you continue to insist with your sterile propaganda, I will demonstrate how you are incapable of distinguishing a resolution of 80x112 from a resolution of 160x224. I just have to dig up an old ridiculous post of yours.
  6. You have zero knowledge of the hardware of third generation consoles, you do not know how the graphics modes work, you are not able to distinguish 40 colors from 10 colors on the screen, you are not able to distinguish a resolution of 80x112 from a resolution of 160x224, you know nothing about pixel PAR, you don't know how to use 7800 emulators, you don't have a real 7800... you literally don't understand what you see on the screen. In other words, you don't have the knowledge and skills needed to do a serious comparison between two consoles and have a valid opinion, you don't know what you're talking about. You are not an active member of the 7800 community, you are completely disinterested in the efforts of the 7800 homebrew scene, and you do not respect our best programmers, demanding to know more than them in ridiculous comparisons. You intervene in the 7800 forum only to continue with your sick propaganda: "the 7800 is not capable of doing this or that". You are a victim of your childhood trauma "Atari killed the 5200 and released the 7800". This is all pathetic and everyone has seen it. For the people who missed all this:
  7. And without forgetting all this: https://en.wikipedia.org/wiki/Memory_management_controller_(Nintendo)
  8. As I already said, on 7800 it is not necessary to use sprite scaling but simply use a sequence of sprites of different sizes. As for speed, if the 2600 can do this....
  9. GCC Credits List V.7 9/1/2023 Compiled by Doug Macrae, Michael Feinstein and Steve Golson https://intotheverticalblank.com/gcc-credits/
  10. No, I'm the one laughing. You have zero knowledge of the hardware of third generation consoles, you do not know how the graphics modes work, you are not able to distinguish 40 colors from 10 colors on the screen, you are not able to distinguish a resolution of 80x112 from a resolution of 160x224, you know nothing about pixel PAR, you don't know how to use 7800 emulators, you don't have a real 7800... you literally don't understand what you see on the screen. In other words, you don't have the knowledge and skills needed to do a serious comparison between two consoles and have a valid opinion, you don't know what you're talking about. You are not an active member of the 7800 community, you are completely disinterested in the efforts of the 7800 homebrew scene, and you do not respect our best programmers, demanding to know more than them in ridiculous comparisons. You intervene in the 7800 forum only to continue with your sick propaganda: "the 7800 is not capable of doing this or that". You are a victim of your childhood trauma "Atari killed the 5200 and released the 7800". This is all pathetic and everyone has seen it. For the people who missed all this:
  11. I can't argue right now but that article is completely wrong regarding the comparison of palettes. The 7800 can use 25 colors per zone/scan line and many more colors are available for sprites than the NES and SMS.
  12. I see, you're into trolling. Everyone got to know you well and saw your problem with the 7800. We had a long list of your posts with your rubbish 7800. If you have better things to do, we won't miss you.
  13. Quickly by eye, there are about 15 colors on the screen, 9 per area and about 7 colors for the motorbike. So we are very far from 41 colors on the screen and 18 colors for the motorbike (which is impossible on SMS). The point is that if you really know how SMS and 7800 graphics work, then it's easy to understand how the palettes are organized. Otherwise, you don't have the knowledge and skills to compare the two consoles, and then you shouldn't fill the forum with some sort of opinions that are disguised as facts.
  14. I copied the image from Mobygames, usually it works well but sometimes there can be artifacts, that's why I said to count the colors by hand, i.e. the colors you can distinguish by eye. On the other hand, when you work with 8-bit graphics, the colors are counted by hand by dividing the few palettes between sprites and tiles. At the moment I'm using my mobile phone, to do better I should use the PC, emulator, etc. Anyway, I'll replace that screenshot as soon as I can. The point is that if you really know how SMS and 7800 graphics work, then it's easy to understand how the palettes are organized. Otherwise, you don't have the knowledge and skills to compare the two consoles, and then you shouldn't fill the forum with some sort of opinions that are disguised as facts.
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