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STE'86

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Posts posted by STE'86

  1. Gentlemen, in the late 80s I remember seeing a prospective UK coders game demo of Uridium done in 2 bitplanes that scrolled MUCH better than released version.

    Does anyone else remember that or have in their OCD collection ?

    I was told at the time Hewson rejected it due to it only being 4 colour.

     

    I have just been telling Andy Braybrook about it and he never even saw it.

  2. anyone on here who was an activision badge holding Pressure Cooker ninja back in the day? (or even currently)

     

    we shall at some point in the future require playtester(s) for the c64 version and we found that with Frostbite we had great success by recruiting a tester from on here that was a badge holder, so we are going for the same system again.


    anyone with enough 64 "savvy" to get vice to work would be good :)

    regards Steve

    • Like 2
  3. given my assumption that VBXE gives a serious amount of extra capability, can i ask why you have just lifted the graphics from the c64 arcade SE version unedited?
    are they just placeholder?
    I ask because I know that if i had had the opportunity to use c64 colour ram instead of complying with the legacy graphics code of commando 1985, the SE version would have looked very different to how it does.
    I am assuming vbxe gives significantly more opportunities than just colour ram would.

  4. On 12/30/2021 at 9:47 PM, patjomki said:

     

    I see. And I understand your approach which already lead to two fantastic conversions that play extremely well.

     

    Antonio Savona once said that he had a look at the vcs sources of chopper command. Unfortunately I don't know how to get in contact with him but perhaps @STE'86 can enlighten us whether a full disassembly exists or not.

    No, Tony didnt do a full one just analysed the control method code to make sure the c64 version felt exactly the same (drift and scroll slide etc) other than that the c64 version is a top to bottom recode with 8 bit charset in mind and hires hardware sprites. we added extra visual tweaks to all our conversions and in CC its was parallax scrolling clouds. I would have liked to get the sounds to match pokey more. I am very jealous of the the way the C64 coder who just just converted Seaquest got the sound to "sound"

    • Like 1
  5. 1 minute ago, Faicuai said:

    Modern NTSC color-decode will render $01 hue-band as parrot-green. This is also reflected on Sophia-II default palette, which is why you see that top-row as greenish.

     

    While colorimetrically accurate, the above rendition of $01 hue-band is not desirable. It should be yellow-gold while still DIFFERENT than $0F hue-band, so you get a true 256 hues/lumas map.

     

    We need an adjusted Sophia-II palette precisely for this purpose. I could do it correctly if I get an access to a palette-file for Sophia-Ii.

     

    is it possible for you to convert and test that in NTSC? I want to see if my colour selection is compliant and its just Jose's selection its having trouble with

    sepia.png

  6. 6 minutes ago, rensoup said:

    It's all about pushing the hardware, something you've repeatedly failed to understand.

     

    Nice of you releasing a picture that you have nothing to do with but in line with the mentality of a few here:

     

    Totally incompetent but insist that their view should prevail.

    you mean the dead picture that you couldnt convert if your life depended on it which i made work to most peoples appreciation? Including i have to say the original artist.

     

    and its not about pushing the fcking hardware its about making something that looks good. the whole damned game is done in about 5 colours. your palace bedroom is extremely mono but thats brushed off as "atmospheric" so just belt up

    • Like 5
  7. 5 hours ago, Mr Robot said:

    Shouldnt the bit between his face and his arm be blue too?

    yes it should.

    its a ghost image of the Prince

     

    I'm not 100% sure if the ghost effect on the right is designed to be animation motion or the shadow from the game. the effect works for either narrative so who cares? :) but yes it should be blue too.

     

    @José Pereira, try making the blue a touch less RGB blue by using the same shade of one of the other 2 blue tints,

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