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irwin

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Everything posted by irwin

  1. Very good game! And for me most playable game from all games in compo. Thumbs up!
  2. So solve your problem and use older G2F version, without bugs. Or use any other program. For me G2F is very good tool - best Atari-related program. And i have Vista and now save is no problem for me.
  3. A W E S O M E Keep it up! Truly Best Atari Emulator!
  4. http://www.mobygames.com/game/atari-8-bit/death-sword/screenshots
  5. Guys - ivop, ilmenit, PeteD - very good work, but maybe its time for add some Zuul's, Gozer's or even scariest ghosts, and sprites like pmg0 or pmg3.
  6. Yes, but in some cases we have mic file in resolution 320px (40byte like Jose above) but in g2f 40byte screen mode is mess like hell, exactly like Jose picture. Try for example g2f creator (version 1.4 and 2.3 - no matter) from g2font home page and Jose 320px bmp from above. And load created mic file to G2f with 40byte choosed screen mode (like you said). Nice mess?
  7. Jose: When you load a *.mic file to g2f - try to change screen wide in g2font 48byte or 40byte and reload. Btw. add *.mic file to post
  8. So far Frenchman seems the nicer of the two, and he is right. Maybe in your dreams. PeteD has absolutly right and his answers are balanced and calm. So i answer to you "nice" Frenchman way: "Best for you to keep quiet" no offence, i only quote your "nicer of the two"
  9. That's great news! I'm dead curious how it fairs against NUFLI stuff with these additions I've been working on some stuff to do this kind of conversion with it in mind to process blocks of bitmap and sprites in double width sprite chunks (for a game level), with variable colour split sizes down to 8 lines for the multicolours and sprite colours, but it looks properly shit in comparison to what MUCSU turns out It will be a vast improvement over the previous MUFLI conversion results with the same processing time used as before (only multiplexing per 21 lines with two multicolor sprite location memory writes. Ofcourse NUFLI has far less restrictions in the mode itself (2 colors per 8x2) instead of 8x8 as well as sprite color changes per 2 lines but at the expense of virtually every CPU cycle exhausted for the screen. If I can get image quality high enough using MUCSU particularly with the user selected 8x8 blocks in the image for the converter to concentrate on then it should give comparable results. Hey, i'm very glad to see you here in Atari forums. I try to take your side on csdb because many C64 users don't hear about your MUCSU and comment NUFLI as "A new standard is born." Anyway, back to Atari: maybe when you here - Can you do similar conventer for the Atari sprites rules? Of course in lowres because we on Atari don't have hires sprites and very restricted hires mode. But in 2x1 mode, conventer like MUCSU which compute and place sprites in specific area, would be very usefull for us. For now we have G2F and all this things we must do manually - and this takes ages (Emkay you know )
  10. You think you have used the right term there? Actually, if G2F sometimes will have all possible features of the real machine, I will make some of the "mockups" real. For the game of this thread, we need different styles of gfx... less detail but more colours and moving objects. What you, I , Powrooz, and others can get right out of G2F is ~ a quarter ~ of what is possible. Yes, i agree with you but since that time we can use only what is possible in g2f now. I know 23 colors is possible but without usefull tools is very painful to create anything more then listing in basic . And remember about color palette. You always remember C64 ugly colors but Atari also has some problems with palette. This is Atari gfx limits
  11. Fourth For me Atari 8bit is GTIA - when i want 24bit palette (er 22bit) i have a PC/Mac. I like Atari from 1979 with all disadvantages. VBXE, VBGeforceXE don't interest me at all.
  12. First - i think this pictures is ugly Second - i don't use G2F to create this pictures, i only made - like Emkay - fake versions but with Atari colors palette and with an eye to Atari gfx limits. This is only a response, to show more correct version. Nothing more. If you want to learn some more tricks in G2F ask someone who knows this program better like author Tebe and more important someone who knows better english - because my is terrible or look to g2fexamples catalog and try understand how ex. Powrooz use pmgs, or 5th color. I learned a lot that way. edit. Emkay is first and answer your question - yes this pictures is fakes or mockups.
  13. Not possible. Try in g2f and you see why. First - colors: on Atari you don't have many colors from your version, for example: like sky or from Bhudda. Look here with proper Atari colors: Second - in every line in your version you use 12 to 17 colors - even Powrooz with super colorful Elfi.g2f picture use 4 to 11 colors per line and heavily use all pmg. So here is more accurate version with 5 to 9 colors: But for real test you must use G2F. Yours fake pictures is nice but far, far from reality
  14. Thanks for this info! On Atari is more sprite-color combinations to analyze, rasters tricks, dli, 5th color and etc and... no one made conventer. No, Atari in Hires is total disaster but in lowres mode, with better palette - who knows?. But without conventer we can show you only famous 23 colors listing or fake pictures
  15. offtopic... C64 Power: Slideshow from today party Little Computer People 2009 17 - 19 July 2009 http://noname.c64.org/csdb/release/?id=81153 new GFX mode - allows show interlaced pictures without interlace, in plain 320x200x16 colors. (of course with special conventer - released soon)
  16. Sorry, but this still misses the point. It is all well and good using a PC or MAC's power to analyze a picture and produce the most optimal implementation of this on the A8 but that same program doesn't know which areas are (or will be) software/hardware sprites in an actual port/conversion of the game and mostly, when this is taken into consideration, you'll find that the game engine required to support it all will impact greatly on the special display code produced by the gfx converter you describe. Perhaps an engine such as this shows promise... Two Moons and One Sun? I don't agree with you. First: In some games like adventures, rpg, others static screens games (like Elvira - see at bottom) , this converter would be very useful. And also to show what atari can do in gfx. C64 user in 30 seconds can convert any picture. On Atari this takes days and will never be like from convert-program. Easy to write: "look Atari can 23 colors in scanline..." and show only listing or "But the tree is red, not brown, while on the A8 were more colours possible" and show fake image (with in fact RGB colors - not Atari colors and 1x1 pixels btw. For me always red tree is better then NOTHING ) - but really hard to prove this and show truly great image. Computers invents to relieve us from very complex work. On AtariGfx there is no more complicated things then correct placed sprites, priorites, rasters (look in g2f - this is paint tool or assembly code ?) Second: Imagine this: there is engine which allows you to place sprites on screen - in realtime on 8bit Atari. And this engine is very fast because it is only add-on to zx spectrum emulator and this emulator takes the most cpu time. Look here: http://tiny.pl/36v2 (original in polish, translated via google) When you looked on pictures maybe you think - not good - but this engine has a big potential. I ask author, great Atari Coder - Mono - about PC version, he answer: Can be done and without Atari cpu limits, on PC can be check every possible sprites, colors combination, and other resolutions like 2x1 pixel - and in effect more accurate conversion. Third: G2Font is very good gfx program but i know much better like Grafx2 or Cosmigo Pro Motion. Of course in this programs you can't save files in Atari formats - but when we have a converter, then we can paint in any program, final picture convert to *.g2f file and retouch and correct minor conversion errors. Overall, much easier way to produce pictures to games, demos instead fake pictures or famous "23 colors listing". Much easier way to show C64 user why Atari is better in gfx. ------ - sorry for my poor english. - i am Atari user since 1986 and never bought C64 - others C64 30 seconds conversion:
  17. But the tree is red, not brown, while on the A8 were more colours possible than you might see in the mockup. Ok, now more brown: Btw - Defects in your version: - you use 1x1 pixels - you don't use real Atari colors - simply: don't exist Very hard to compare pictures when one exist and other don't
  18. After G2F is actually supporting "all GPRIOR" functions Til then, a fair mockup with 9 colours... remember, it's about ambient colours. Nice picture but why you use in some areas 1x1 hires pixel? (grass, mountains, tree, practically whole picture) And i think there is not possible in g2f, to many changes per line. On C64: convert from Amiga like you but first: to Hires 320x200 - no interlace, and second this is real picture not "fake". btw. Why when C64 users shows real pictures, Atari users: only famous listing "23 colors per scanline" or fake pictures. We strongly need gfx conventer to show Atari real power. Conventer with computer placed sprites, computer dli, computer rasters. G2f is nice but everything is manual, sometimes very unfriendly, very hard like rasters. stormlord.zip
  19. @Jetboot Jack There is only 8 colors per scanline. @And to all - most important thing: How many times we can use chosen color in one scanline? if only one - static screen, games like Secret of the Monkey Island couldn't be done. This great trick only show what Atari can but in normal games, static pictures - entirely useless.
  20. Commodore Plus/4 72 colors but Powrooz rules anyway
  21. Where did you get those? I thought I had a full collection, but I haven't seen those before. Stephen Anderson http://tinyurl.com/dkf5os
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