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MrFish

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MrFish last won the day on January 12

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  1. Here's something I know I didn't show on the forums before. I was looking at Adobe's (then) products webpage (it was more like a window frame that popped up when you clicked on "products" from the main page), which looked really nice and simple; and wondered how it would look scaled to Atari hi-res (minus the small amount of colored areas that the original had); and of course considering it for some kind of possible dark scheme. Just tossing around some ideas at the time. I liked the simplicity of Adobe's products webpage. The desktop is basically just inverted; but some of the controls were changed in order to look right in black.
  2. That's correct. It should include both English and French instructions. Canada says so.
  3. Thanks, but those particular examples were just stitched together quickly in order for Jon and I to conceptualize file lists. Did the job, though... I used a little Mac Classic II for a number of years (and a number of other 68K & PowerPC color Macs). The original Macs did a lot of things right and are a great template for a GUI on the Ataris in hi-res. I also did a fair amount of artwork on the Mac Classic II (black & white, 1-bit). The ST had higher-resolution modes to rely on; but they really would have benefited from having proportional fonts for filenames and menus; monospace fonts really eat up screen real estate. They also could have benefited from having icons available in more than just large-size. ----------------------------------------------------------------- We've mainly just shown bits and pieces of the graphics that I've worked on for this. I probably should put together an example collage or two to demonstrate the graphical side a little better (icons, fonts, wallpaper, apps, dialogues, etc.).
  4. Nice... do you mind if I put these up on my website?
  5. Going back to Kansas is really quite easy Dorothy: all you have to do is close your eyes, tap your heels together 3 times, and think to yourself: "There's no place like home...".
  6. I have a couple original ESI TT disks I imaged that never got sent to Atarimania for some reason (forgot, I guess). • ESI TT #4 - ATR (clean bill of health) • ESI TT #6 - ATR (some missing sectors & bad CRC's; error log available) - PRO (2 phantom sectors; error log available) Here's #4; I'll send #6 if you want it too. Tricky Tutorial No. 4 - Basics of Animation.atr Tricky Tutorial No. 4 - Basics of Animation.log [Edit] I just noticed @itaych has not been on the site since October 8th, 2021. Hope everything is alright with him. So, in that case, attn: @www.atarimania.com (although I guess they'd be interested in any case)
  7. The 2600 version is good, for such a low hardware spec; but the original is all Atari 8-bit computer, and can really only be experienced as intended there. TLSF is more flashy by comparison; so I can understand why people tend to like it so much. I only played it in recent years; I couldn't figure out exactly what to do in the game back in the day, because I had no documentation (pirated copy), and wasn't interested enough to seriously sit down and figure things out or search up some docs (since I had plenty of other software to occupy my time). I've never had an opportunity to play it with any other people yet, just computer opponents. I like it a lot, I just realize it's more of an interesting and fun experience when other humans are involved. TBH I forget exactly. I just know the AI wasn't completed. I haven't spent a lot of time playing it myself. I played it a few times when it was first released, and basically lost interest after that. Take a look at some of the docs that are on the Internet Archive (all the PDF's can be viewed right on the page/site itself; links for each of them are on the left hand side of the PDF viewer). Also, there is an interview he did with the Antic Podcast here: ANTIC Interview 104 - Aric Wilmunder, Star Raiders II, Temple of Apshai I think he pretty much runs down most of what you'd want to know there.
  8. Whaaaaa?!?! (now I know what it felt like for people when I said the same thing about MULE). Not really anymore than Star Raiders itself. It's more about adding more 3D-looking elements, having a more immersive experience, and the ability to go to planets and fly on their surfaces (I forget it there was any combat there or not, or if it was planned to be added). The AI is still a little wonky; so the enemies have a habit of circling back and forth in front of you repeatedly. There's a video here: The Real Star Raiders II
  9. You can do a lot of fun things with double and quad-width pixels too, including setting up quad width to cover the whole screen in mode 2 character-width pixels (or Antic 4, which are the same size as Antic 2). One quad-width PMG pixel is 8 hi-res pixels wide (one character wide).
  10. A lot of games (especially those produced by Atari) have an interrupt programmed for the <START> button; where you can just hit it at anytime during gameplay to start a new game (actually, they usually have an interrupt for all three console keys, where <SELECT> or <OPTION> will take you to the options screen at any time).
  11. Yeah, I saw that, after I had focused on carts in the first portion of my reply. I still think cartridges are important to talk about here, since they come back to life quickly after a reset. A lot of games have been converted to run on cartridges, which is a benefit in regards to hitting reset. Agreed.
  12. No problem. I wouldn't think of each pixel as being drawn twice; each pixel is just twice as wide (at normal width) as those in mode 2. Yes.
  13. Player-missile graphics can always travel over the whole screen. They don't care what mode the playfield is using. Like I said, player-missile graphics are absolute positions based on the screen being divided into 160-pixels (in the normal-width playfield area). Yes, that sounds right. But, realise, an 8-pixel wide sprite (at normal sprite width) will be twice as wide as an Antic Mode 2 character.
  14. 180 It doesn't matter what mode you're in. The player-missile graphics are absolute screen positions based on a 160-pixel width screen. They don't care what resolution/mode the playfield is displaying. PMG's are independent of the type of playfield being used (playfield mode and/or width).
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