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LS_Dracon

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Everything posted by LS_Dracon

  1. Sorry the bump, I was playing with these demos, and wondering to know, with techniques for update 9 or more sprite rows at 30hz and melody technology (DPC+, lot of RAM) we can see these beautiful ships in large screen resolution running at 60 fps? (Rhetorical question)
  2. Happy new year! I'm glad to contribute with another screen for the game, now the ending screen originally edited by Mika (page 8.) : Here's the rom : K_R_End.bin
  3. Glad you liked the logo. The yellow background contrast with car's blue. A bit brighter blue maybe work. Early Atari 2600 games hardly used dark colors for sprites, also light blue kind of blend the original dark blue + white stripe. Yes! 10 pixels height helps a lot, here's the data : diagcar.s
  4. We'll seek for authorization when the project get further. I can't promise an authorized game BTW, but hardly believe in C&D letter from Ubisoft.
  5. A simple but functional Jaffar animation demo. Press left to walk, right to "get hit" and fire button to attack. I'll not convert others animations for now, but they're done. That is, all the character are done, now I need fix some sprites that doesn't looks good to me (usually, I need to fix the feet, arms and head positions by 1 pixel or so). BTW we already have all functional sprites, running on real hardware, for code the game. jaffar.zip
  6. Here is : rallytitle.s Also, I tried to draw the car in diagonal, looks good but it's out of 8x8 pixel boundaries, I'm sending the cropped version, perhaps if you display in 2 or 3 frames only this will not be perceptible. Another suggestion is paint the car with $86 or $88 (brighter than $82), looks better to me.
  7. I'm enjoying this game, thanks for sharing. I see no problem with your game graphics, keep them.
  8. LS_Dracon

    Zooming Along

    My condolences Darrell.
  9. After finished the first GOW on hardest mode, I started to play the second game, but my PS2 stopped to work early this year I noticed every enemy has a weak spot, the underword arms for example, you can easily kill them with circle button (grab). I need fix my PS2!!!
  10. Love these demos! Thanks for sharing.
  11. Don't know much about PC Engine hardware, but probably is 256 tiles per screen. 1 tile = 8x8 or 16x16 pixel grid. Basically you have 256 objects then, as each ship uses 1 16x16 tile. I count 47 objects on this picture, leaving lot of sprites for moving stars, shoots, explosions etc... Probably you can set each sprites individually for display in front or behind background tiles, this why stars are behind background objects and ships are in front.
  12. Looks good, just do not forget to add "ARCADE" in the game title.
  13. On stella emulator, press TAB key, you enter in debug mode. There search for COLUP0 or COLUP1, atari color players registers. Then you will find where the colors come (usually a table).
  14. Bump because, for the first time, I beat CPU on hard setting! (Player 2 dif. switch = A) That was really difficult. 21-18 Anyone else?
  15. I've create 3 layers, one for each object color, perhaps the result looks better if you have less color on each image to calculate.
  16. That I was planning to do, but the others tests result in a better image. Obviously it can be made using 1 scanline resolution, but would be painful to convert by hand. This is the left upper corner of the image only, and this is a macaw, not a parrot :
  17. For hardware perspective, Project Unity seems a good option.
  18. Looks great! I found a bug BTW, with hammer, if enemy hits you (your back) the game crashes and reset.
  19. Would be nice! A remix like this one :
  20. Don't think so. Only if you can draw the background using sega-cd processor, leaving genesis processor to produce the polygons. You know games like Silpheed are "fake". The background actually is full motion video. Still love Silpheed BTW. Me too. Sega didn't released VF (polygon version) for Genesis perhaps for sell 32X hardware. About Star Fox, SVP will not be used, you know, programming challenge.
  21. My suggestion is make 2 heights, up (for hit airplanes) and down to destroy things in the floor. So you don't need to worry about intermediate heights, if you press up, you know you're in the airplane area.
  22. To make the background lines in better definition, it must be done with missiles and ball, but they are needed for the player / enemies projectiles. Not to mention that will require flicker. Sadly more ram or co-processor will not help much.
  23. For some reason, aways wanted to see the first Resident Evil in 32x and Jaguar. I think these machines can handle that. Figure the phrase "where did you learned to fly" using the poor Genesis speech!
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