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NRV

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Everything posted by NRV

  1. Sure!.. there is always the possibility that is done with the assets available x) Anyway, in my case it will end in the A8 instead of the 7800, but if you don't mind..
  2. The PM's are only the graphical representation of your player, internally the code assumes (is hard coded right now, if I remember correctly) that you are moving an object of 4x8 pixels (1 char). So you would need to update the size of the internal "collision" object through the code.. I would need to take a look for possible unknown problems, but at least change this code, in pro_P1.asm: ; set size in pixels ldx #4 stx m_playerSizeX dex stx m_playerSizeXMinusOne ldx #8 stx m_playerSizeY dex stx m_playerSizeYMinusOne jsr InitPlayerInfo ... Is not that simple anyway, because with a sprite so big you need to add more collision checks, to avoid going through small objects (the collision checks right now are done only in the corners of the player). You would understand if you try it The other solution is that your level doesn't use walls or platforms that are smaller than the player. Regards.
  3. Meat Boy 2600 style x) Hey, I think Bagman should have 2 votes
  4. The bit trip version looks perfect for the 2600 x) At least there is a lot of info out there, if someone wanted to replicate the movement "physics". http://meyermike.com/wp/?p=160 Demakes of http://supercratebox.com/
  5. A nice thing about this one is that the levels fit nicely in 40x25 char mode: Also with Turtles, this one is 28x28 (but you could live with 28x26 and a couple of scanlines to show the top and bottom limits) These mock ups are done with Envision PC, so they are already in antic 5 char mode, but maybe the colors are a little off. Another good thing of this type of games (and others, like Rally X for example), is that you could reuse code for movement, collision checking and font based rendering, because the enemies and the player live inside a char based grid (and you get the extra color). Yep, I implemented the movement of the player (walking, jumping, falling) and shooting bubbles. Probably my first experiment with software sprites. With the amount of moving elements this one have, I would say is a better fit for bitmap software sprites, but I have never done char based software sprites so.. I agree with you about Rygar, it would look more like a "demake", but I think that the gameplay could be similar and still fun. Try Jumpbug if you can.. is kind of crazy for how old it is The control is weird at first, but it makes sense at some point x)
  6. I was looking at the D9 version: http://www.2600-daptor.com/2600-daptor%20D9.htm Is that new? .. it looks like the final solution.
  7. Ha.. I was talking about something better than that (at least about the engine, that's no game yet). I found and old list of possible ports that I liked, all arcade games: Exerion Front Line Jumpbug Empire City Crazy Climber Bagman Sidepocket Turtles Road Fighter Starforce Raimais City Connection Elevator Action Rygar Bubble Bobble
  8. Would be valid for you games that doesn't exist, but should? x) I would like to play things like: (and maybe program some of them) - a "Kick Off 2" type of game (sensible soccer.. what's that? ) - "Star Raiders Galaxies" (a modern sequel to the original, with good space combats) - "Montezuma's Revenge 2" (with a better title probably.. and some ideas from Spelunky) - a "Wonderboy" type of game (the arcade one, or the ones in the "Monsterland" series) - "Exed Exes XL" (an Atari version of the arcade one) - a good arcade racer, with a good frame rate and with hills (the engine/game that I have in mind doesn't have a good model) - a game in the "Galaga" family - "BallBlazer 2" with 4 player support, 2 per team (maybe connecting 2 Atari computers) - a "Super Mario" like game - a good pinball game also.. - a good first person game (only raycasting), with colorful graphics and over 30fps, with enemies, shooting but also puzzles.. maybe capturing some of the action that Encounter had.. + lots of others 2d games: Rally X, a good 2d golf like game, a PacMan like game (with new mazes, ghosts and abilities), a "Lunar's Lander" type of game (but with elements of "Gravity Crash" in the ps3).. Most of these are because I believe that a very good version can be done in the A8, with good graphics and very playable. I support Irgendwer in trying to do "new" things, but I understand that the probability of that happening is lower than straight ports, if we are doing this just for hobby.. Maybe a compromise and ask for "new levels" in the "not so straight" ports?
  9. Offtopic.. yeah, nice game there Pretty good samples and animations.. and I suppose that's the c64 high resolution mode?, it would be difficult to have the same clean look in the A8 (or a lot of work using pm's underlays). I "LOLed" at the alien x) @Antonio, have you published info about your ball physics and collisions code?.. it would make for a nice article. Sometimes I think about doing something like "Super Stickman Golf" or "Desert Golfing" in the A8.
  10. Nice.. The rhythm and some of the instruments remember me a little of the Wings of Death music (or was it Lethal Xcess?).
  11. Greater than perfect conversion guys.. Annoying question for all involved.. sorry to ask x) .. If this could be "easily" converted to use gr.7 like graphics (or the equivalent char mode), how much do you think that would improve the frame rate? I would hope for something near 12 fps.. like 1.5x faster. Regards!
  12. Nice.. so when do we expect a working test? x) Also, why 240 lines? .. I suppose it should work for any number of lines? And how would using narrow mode (128 pixels) help you to achieve this? Is possible to still use pm's? Regards.
  13. You also need to change the charset every couple of lines probably.. But not having cycles available in the bad lines doesn't prevent you from changing the graphics anywhere, or using this for a game.. I don't follow your logic here. Obviously, if doing a game I would try to use one IRQ every two lines (not one big DLI over the whole screen), but I need to test if this works well changing 4 registers.
  14. Yes, but (normally) you would have the same restriction of selecting the new color for all the character. I would use it as a new color in the "hue" lines and would leave the same 4 values for the "luma" lines (set PF3 equal to PF2 there), so that you get 20 colors instead of 16. I think you can change the use of PF3 per line, but I don't remember how that works. Also using chars can complicate the timing to use DLI's (or IRQ's) but it should be doable.
  15. Remember that you could also use IRQ's if you want to sync some changes to a specific horizontal position. It's not perfect (there is some jitter, according to what instruction was interrupted), you lose one audio channel (well, you can use it for samples..), but you can avoid stalling the cpu for some cycles.
  16. Aaaand.. couldn't resist doing a couple more.. this is kind of relaxing, like a coloring book x) house.xex wario.xex Altirra's palette, pal, pal blending.. hope they look good in a real tv. Both pictures have one color (hue) change for the last 32 scan lines (and that simple change gets you 4 new colors). All players are free, so you can still add a lot of color if you really need it. Should do this with irq's, but didn't have the time.. Regards.
  17. Don't know if your converter or what, but your version seems to miss the darker reds and some of the greens. I did a fast version also, it should look more like this: screen.xex Also, I suppose using the pal palette from altirra is not that correct for this conversions, because the final image seems to have half the saturation.
  18. Couldn't resist doing a small picture using gameboy tiles, colored by hand. I added some code to the script to modify a picture to show what you would see in pal emulation, but packing the pixels for 2bits per color would be pretty simple. Original: (Altirra's palette, 128 pixels wide) With color + luma lines (with pal artifacting):
  19. Luma 0 or luma 2 (joystick up), plus scanline jitter (joystick button), plus altirra pal, fullscreen, pal artifacting and frame blending --> perfect! x) Maybe frame blending is kind of cheating (unless you have a "modern" tv that do it for you.. whenever you like it or not), but is difficult to get the "correct" screen interlace look in emulation. If you were to do a game would you try using irq's instead of fullscreen dli's? (and maybe narrow mode). What do you mean with color mapping? re paletizing to your 16 (?) colors? I recently did code to re-palettize (c#, unity) a png using a 256 color palette and also to compress (shrink) images to different zoom levels. Don't know if that would help. I was using Imagemagick before, but I wanted more control about what colors you get when you shrink an image, and you start blending a lot of pixels into one..
  20. What? (anyway that would have been Miker ) (Lol.. I just now saw the video) That's the second floor of P.M 2.0..it was a quick a hack to the renderer, but is still rendering (monochrome) textures, so it could run a loooot faster than 20 fps, if done correctly.
  21. Without looking at the code, sounds like you need to use another key for unpause (like esc), instead of space..
  22. Alternate Reality the Dungeon, with the FBI agents and the "long arm of the law".. but that wasn't "subtle" x) Gods in the atariST did that, for all the levels before the first boss, that I think was inmortal. The only problem was that, when I played a good "backup", I was disappointed about the real difficulty of the game.. the bad copy was much more challenging
  23. Nice. The "infinite" jump is in the code, but commented, the "wall grab/slide" should be easy to do, and something like the big wheels could be done easily by animating chars in the font (but maybe using 2, 3 or 4 fonts interleaved in the screen). I believe one of my inspirations at that point of time, was something like star guard: Also doing something with a fraction of the options in n++ (and a little less hardcore), would be nice.. kind of a modern lode runner.
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