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Posts posted by LS_Dracon
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About 3 minutes per frame...
I think all these frames I did in 2 hours. 1 hour yesterday (walking and stand pose), 1 today (the others). Like I said, when animated, I need retouch some pixels. Jaffar turn animation was the most hard do finish.
I tried to scale down the sprites (the perfect value is 35%) but for me, this not help much, because first I need "clean" the scaled down sprite, removing wrong pixels, then convert to 2600 style. Is way faster for me already start on 2600 style from scratch, I think (and by the feedbacks), the result is good.
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Sure.
I don't like to copy, personally I preffer draw from scratch, but I'm trying to be most precise as possible.
The trick I created now and it's very usefull, is a kind of axis under the sprites, this axis help me to move the pixels better.
The process is - Run the game under DosBox emu, them recorder the screen as avi, then cut the sprites and paste into a bmp, clean background using photoshop and finally, using ms paint (for pixel drawing you don't need better) I draw frame by frame.
You see I did the animation by steps, first I did the walking animation, then save each sprite as gif and create the animated gif, this is very usefull to know how the animation is going. I do some fixes, then create another animated gif to see if everthing is ok.
Looks complicated but for me it's easy, I do this since end of 90's so I'm very familiar whit this process.
Here's the example of Jaffar "sprite sheet" (all sprites in one image). Also you notice how many resolution I lost

PS: this image contain the hourglass sprite too.
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Don't want to flood the tread with my wip sprites, but this animation was hard to do.
Jaffar animation from the intro, all frames is here. Poor Jaffar, all he wants is some fun times with the princess. I think if he buy flowers the thing could be more easy. He not make sucess with women, The problem is women aren't atracted by guys with pink clothes.
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Excellent!BTW: Where was the size of the sprites decided?
Thank you

I'm using Le Geek's prince sprite as reference, it is 16 pixels tall. Jaffar is 1 pixel bigger, for me its a good size, the characters can't be much bigger or I have problems to draw the sprite, such the legs, note the Jaffar animation is very tight in the 8 pixels wide.
Some sprites such climb need be taller becouse the arms, about 3 pixels, I think 18~19 pixels tall is enough.
Or you say about the possibility to use double wide charaters, like the previous test?
For me this size is good. I'm free for suggestions anyway.

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Thanks.
I still working on the princess animation, but I'll post the upgrade when I have more sprites to show.
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Here's the princess animation from the intro storyboard.
If you aren't familiar, she turn, then Jaffar aproach, she step back and the last frame she is looking the hourglass.
I need fix some pixels, it's not the final result yet. The step back looks way better when the sprite get movement.
All original frames is present on this animation and not all frames use the same timer, it require one table with time for each frame, I have plans to do this for my projects and maybe can be used in this project too.
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I forget a crucial thing, to ask authorization for Le Geek, to continue his work. PM sent.
Sweet! Nice looking sprites! (And there's a lot of animation to do for this game.)Thanks. Yeah lot of work to do
(I not quit my others projects, though).I made Jaffar and Princess sprites and fixed the bone-guy.
The colors are carefully chosed. Is hard to draw such minimal sprites with a good result. It lost about 35% of the original sprite resolution and 1 color per line lost lot of details.
When you create a sprite for a game, don't matter how they look zoomed and yes, how they look on real aspect ratio.
The princess for example, without neck. If I put one dot behind her head, looks good, but when I did zoom out, it's mess the whole sprite. Same for the colors.
Tomorow I'll try to do an animation for know what's waiting for me

Another thing, these sprites is based on PC PoP version, personally I love the snes sprites, I played this version alot when I was kid, but I think this port shoud be have the original looking.
(I read somewhere that this game was first coded for apple II computer, I saw this version on youtube and I think pc version have the same graphics but with better colors).
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Good news, people!
I've talked with Cd-W about this project, and I have the green light to draw the sprites for this game

For me is an honnor because this project is going to be one of the best games ever ported for the 2600.
Le Geek did a good job with prince animation, but he stopped the progress. I will finish the prince move set (using Le Geek stile) as well draw the others characters/ element for this game.
As a programmer, I know what is possible to do on 2600 hardware. I'll sent the sprites in binnary, ready for use

I'll not take part on programming, maybe spice some ideas, althoug there others better and most experienced programmers to do this. Anyway I can help with some codes too.
For start I did 2 sprites for the guardian, atack and stand pose.
The skull warrior is a test, I'll redraw it, I can do a better sprite for him.
The sword is blue because it's a missile object, and share the player colors, sadly.
Hope you like it

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And how about changes the player color?
Starting in white, then every ball loses turn a bit dark, when the player turn in darkest color, this case black, the game is over.
BallOut
Lda COLUP0,x
beq GameOver
sbc #2
sta COLUP0,x
If COLUPX is 0, game over. Assuming it's possible to read the colors registers...
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Incredible!
1 kb is too much for Mr. Jentzsch
Excellent.Now you just have to figure out something useful/cool/silly to do with the open cartridge slot.
I remember Ridge Racer (the first game for psx) it's uses 1,5 of 2 mb psx ram, there's only 1 load screen for entire game and after that you can remove the CD and insert a common music cd to play during the game.
Later 2 mb of RAM was a hardware limitation for many psx games. Figure 128 bytes!
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Config -> Video -> Configure (plug-in)
Then mark FPS limit.
I'm using Pete's DX6 D3D driver 1.76 plug-in
But I think all video plug-ins have the choice for you limit the frame per second, just mark it.

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omg too many questions, not enought solves... Alex Herbert what are you doing??Alex had health problems years ago and stopped to visit AtariAge. I hope he is fine.
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Just discovered this game today

Good game, a bit of tetris+bomblis, but original enough.
It's a psx EXE, you can run it on epsxe direct on zip, no need to extract. For CD, I don't know if a ISO is required, maybe burn the .exe on cd root is fine...
Ah nevermind, post no. 5 :
I think you need to rename it BOOT.EXE. I wrote it on the Net Yaroze system so always loaded it from the PC via serial - don't think I ever made a bootable disk. Would be interested to hear if you get it working that way.I hope Alex is ok, somebody here have contacted him recently?
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Yes, me.
But it's an endless project, I have no intention to release on cart.
Endless because times from times I have a new idea or new optimizations to put on it.
(now I remember that I need to test a new code for the sprites...)
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Look, this one has a dead spider on it:Winner!!!!
These are probably the ugliest carts i own since the late 80's. We treated our carts pretty bad back in the day.Yeah, at least you still keep them. I remember to trashed many atari carts when I bought one sega master system in 1989...
Today I have problems on my conscience.

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Version 2.2 on Linux.It's an old version, the latest is 2.75
I think worth download the latest linux version : http://stella.sourceforge.net/
Out of curiosity, how are people handling Major Concussion at the end? I feel like when he goes into his rapidfire punches, there's nothing to do but either block rapidly -- and somehow that never quite seems to work -- or punch him endlessly, making him block without damage, until the end of the round. Is there a countermove I'm missing that can interrupt the punch-torrent?I try to block many punches as possible while pushing to side, then only 1 punch can hit you, note in this move 3 or 4 punches don't take much damage.
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Congratulations Devin!
Ko Cruiser is a great game
I must be doing something wrong when trying to play the PAL version. Stella starts it up with the wrong colors, then when I hit ^F, it goes black-and-white.Works fine for me, what Stella version have you?
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Hehe
Note this television had a build in paddle controller.
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Anyone thirsty for some PoP?
in Homebrew Discussion
Posted · Edited by LS_Dracon
One frame from jump animation require 12 pixels wide. There's no way to fit in 8 pixels, with good results.
My suggestion is use 2x wide sprite only for this frame. Below you can check how it looks. The first sprite is original, red area is the over pixels. Second sprite is double wide. It lost resolution, but the frame is displayed very fast and I think there's no problem (hell it's Atari 2600). Another possibility, to use a missile, I think double wide is the best solution. The code is something like (on jumping code) :