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Everything posted by LS_Dracon
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Here's the Odyssey2 char set : http://www.coprolite.com/art42.html
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If Nathan is going to produce the sprites, they are on good hands. About the blink shield parts, I forgot it's already using fliker, will not looks good certainly.
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Hi Chris. Works great. How about blinking the piece of shield after a shoot colision? In the original they reduce the bright of the vector line, you know. Do you going to use the Thrust filled space ship or it's a place holder? Can I make new ship graphics based on the original?
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I did this hack that makes the player invencible and with unlimited fuel. And discovered that you can destroy the houses, it give you 00 points, interesting. Nothing happens if you miss the bridge, also. RR_Invencible.zip
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Congratulations André! Agreed!
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There are two fan games I following the progress and they are great! The first one is Sonic 2 HD remake. The objective is remake the classic Sonic 2 (the best of all Sonic games, although I love Sonic 3 because the graphics) in High Definition graphics. Everthing is done from zero, even the animation of the characters (wich are made by hand using cartoon drawing techniques). It's absolute great, all the people involved in this project are talentous artists. The game engine is coded by themselves. Here's the official web site of the project : http://www.s2hd.sonicretro.org/ The second game is called Card Saga Wars. It's a fighting game with tons of video game characters from various softwares. Using "pocket" style, the sprite art and animations are oustanding. The game is coded using MUGEN engine, I used to code it years ago, it's a good engine to make 2d fight games. I don't understand exactly how the game works, I think there will be several main characters to play, and others to use as helpers (strikers). Figure to select a Chrono Trigger character to fight and Piramid Head (Sillent Hill) as striker. The people in this project are spanish speaker, don't know where they are from (Mexico?) but you have an idea how cool this project is looking to sprite gallery. Here's the official site of Card Sagas Wars : http://cardgallery.tales-tra.com/main_csw.htm Click on "Card" menu and select blue or red to enter in the gallery. Here's some videos of the projects : Sonic 2 HD trailer : Card Sagas Wars : Link (Zelda) vs Cloud (FF7) Card Sagas Wars : Samus (Metroid) vs Master Chief (Halo)
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Ball, Missile copy/flicker limit questions.
LS_Dracon replied to BladeJunker's topic in Atari 2600 Programming
Tnx for the tips Thomas, it's working great. I'm using align 256, the kernal ended with exactly @76 The wrong pixels is not problem in the code, my source image require better work. -
Ball, Missile copy/flicker limit questions.
LS_Dracon replied to BladeJunker's topic in Atari 2600 Programming
Tried but I need to make the loop with exactly 76 cicles or it mess with HMOVE. Also there's the problem to set HMxx values 24 cicles before HMOVE, here'sthe scanline loop : ;------------------------------------------ Scanloop sta WSYNC sta HMOVE lda MarioPF2,x sta PF2 ;----- lda MarioPlayer1,x sta GRP0 lda MarioColor1,x sta COLUP0 lda MarioPlayer2,x sta GRP1 lda MarioColor2,x sta COLUP1 ldy #0 lda MarioPF3,X sta PF2 sty PF1 lda MovePlayer1,x sta HMP0 lda MovePlayer2,x ; sta HMP1 lda MarioPF1,x sta PF1 ;------ FinishLoop dex bne Scanloop I'm not good with optimizations The PF1 is load after PF3, to be displayed in next line, added 1 extra line in the graphic table to fix it. You can use only 1 color per line, combinations like skin-red and red-blue or blue-brown aren't possible. Only if you set both players at same place, like layers, reducing the color area to 8 pixels wide. -
Ball, Missile copy/flicker limit questions.
LS_Dracon replied to BladeJunker's topic in Atari 2600 Programming
Dude, here's all I did, in last 2 hours (yes, really). It's terrible to keep everthing working, lot of problems, page crossing, timming etc... I haven't find cicles enought to finish the right - down part (the pixels must to be pushed to the left). mariohyper.bin -
Ball, Missile copy/flicker limit questions.
LS_Dracon replied to BladeJunker's topic in Atari 2600 Programming
The flicker don't looks good in large images (playfield and 4x sized players) in a "not black" background, I already did tests, trust me. Yes, I mean the hair black for the eyes be black too. Actually you can change the background color in that area to paint the eyes as black, but it's require a special timming wich is very difficult to do. The problem you need to change the playfield pixels at exactly 48 cicles (half of the screen) you can't miss this time, another thing that makes it difficult. ... I think you can change the playfield color, as there aren't others playfield pixels after the eye. I'll try to convert this image for you. BTW there are others ways to display a multi colored image, using Andrew Davie Chrono Color technique, wich flicker but looks good because the black background. Teorically, with Melody Board both ROM and RAM is no more a problem, but it's not a goo way to start to code, I think learn to code for the 2600 with all limitations makes the wole thing fun. Is possible to extract art from 2600, don't give up The spring is ending, the summer aproaches. Yep, Xmas in the hell hehehe. Actually I live in south of Brazil wich is cold, but no snow in dezember. You don't miss what you don't know -
Ball, Missile copy/flicker limit questions.
LS_Dracon replied to BladeJunker's topic in Atari 2600 Programming
Tnx. Your mock-ups are possible, with few adjusts (mario skin color and the red (hat) color in the same scan line is not possible, also the eyes must be brown, it's a good idea to paint the hair as black). Also using 1 scanline resolution require much rom. My example uses something like 128 bytes on each image, (8 scanline resolution) so you can store 9 images in 1 kb. Atari 2600 hardware is really limited to the graphics, sadly. -
Ball, Missile copy/flicker limit questions.
LS_Dracon replied to BladeJunker's topic in Atari 2600 Programming
I did some images years ago I call hyper sprite, check the result here -
Darrel, please, record your speech and post on youtube
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Perhaps the trick is not the shape but the animation :
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Yes, good idea, but the rom is really not a problem. The prince uses 18 bytes for each frame and twice of it for each missile table (36 bytes, one for each facing) total of 54 bytes per animation frame. Not using missiles (the step animation uses only in 3 of 7 frames) the total amout of frame data is reduced by 2/3. I want to fit all the prince animation in one bank (4kb), let's see if I can. Some animation such climbing, drinking a potion and falling don't need missiles I gess. I've finished the jump animation, the biggest anim so far, 18 frames! Here is one of the most difficult frame to do, still require some fixes. The dark yellow area is the missile data.
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Hehehe it's all we have
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Here's the animation without missile pixels. It's more than 2 pixels actually. I think I can fit the anim in 8 pixels wide, if optimization needed.
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Yes, in 3 frames. It's sad to waste 20 bytes (player height) because 2 dots. I'm trying to avoid the missiles pixels to save rom btw. I think I can store all the sprites in 12 kb or less, leaving 18 kb for the game.
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I did step, turning and running animation for the prince. The running animation is not 100% btw you can check the progress : Step : Running :
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Too bad this bug happens. Nothing like to code for a bug free processor, the 6507
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(Insert stupid sixth anniversary here)
LS_Dracon commented on Nathan Strum's blog entry in (Insert stupid Blog name here)
There is a cure for these zombies carts. Clean, remove the label and sent to AA and finally turn into homebrews -
Nice job dude I played the game here and liked. Just miss a reset button once you loose.
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Are you coding in assembly?
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Your contributions makes possible to think in a perfect animation port I did a mockup testing the divisions in the floor, setting the P1 to 3 copies, it's required only 3 RESP1 during the scanline (yellow line) and there's time enough to update the PF1 in the second half screen (white line). The unique animations that display in this area (floor area, light blue PF part) is falling and climbing, I think I can draw these animations (or the frames in this area) without missile, then we not even need to enable missile, leaving more cycles for the multiple sprite trick. Also I've added a switch and the gap in the first floor, I think it looks good.
