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PAC-MAN-RED

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Everything posted by PAC-MAN-RED

  1. Nice work on the sprites. Illya
  2. How about: The "Evil Magician" Font is taken from the Evil Magician Returns cover, and matches it as close as I can get. I've made a few versions of the Eye, but this one stands out the most. Illya
  3. Ah yes, that did the trick. Thank you. Illya
  4. Thanks for the quick reply, but when I use the joy0up and joy0down in combination in the program - nothing happens. The program compiles fine, but no "joy". Illya
  5. Could bB support the ability to allow, for example, Up & Down to be pressed simultaneously on a modified Joystick? I'm wondering because I've modified a Sega Genesis controller to have one button as Up and another as Down allowing them both to be pressed at the same time. Thank you, Illya
  6. Would it be possible to have the option of selecting between the Original levels and the 2600 redone levels? Illya
  7. Like this weird glitch I found at this site: http://www4.ncsu.edu/~awwatkin/ATARI/2600/2600cheat.html ---------------------------------------------------------------------- Ms. Pac-Man [2600] Atari Press up & down at the same time. Ms. Pac-Man will go left and get stuck in a wall. Let the game enter the demo mode, then play with Game Select. The monsters will appear and disappear as they move around, depending on the difficulty that's currently selected. Useless, but amusing. ---------------------------------------------------------------------- Illya
  8. A quick mod of a Genesis controller I did. Just thought I'd share this further. I Originally posted it here: http://www.atariage.com/forums/topic/169238-free-sprites-for-the-taking/page__view__findpost__p__2327967 I call it the MegaMan Mod, and if you read through the the above post you'll know why. The first 2 buttons, Fire(B) and Jump(A), are in the NES configuration with the ALT-button replacing the C-Button. B-Button is the original 2600 fire button, A-Button is UP on the 2600 Joystick, and the ALT-Button is DOWN on the 2600 Joystick. The ALT-Button also provides one combo button press, impossible through normal means, UP + DOWN together. Which might be programmable in Batari Basic or maybe assembly? In any case, I hope it's viable. The soldering is a little above NOVICE because of the small traces. However, you can improve your chances of success greatly by using a 45W iron(30W will do, but I prefer 45W), single strand wire as thin as you are comfortable using or can find, and silver solder. NOTE: Inside the Genesis 3 Button controller there is a large rectangular shaped piece of plastic around the Start button that may have to be trimmed a bit, so be careful. Here's a list of games that use UP as Jump and will work immediately with this mod: Moon Patrol Sorcerer(Mythicon) Smurf: Rescue in Gargamel's Castle Frogs & Flies - I tested this one myself and oddly enough it supports all 3 buttons! Kung Fu Master Kangaroo Swordquest: Earthworld I'm sure there's more, but this was all I could find. Illya
  9. Why - seizure disorder? I went with the flickering playfield torch effect instead of the surrounding light effect in order to save a sprite for another item... I could make them flicker less if people find this annoying. Would a fade-in/fade-out effect be possible? Or maybe just get everyone to watch more 80's Japanese cartoons. I have no problem with that. Illya
  10. And now for something completely different... well almost(In fact I'm quite sure there's a dancing MegaMan sprite around here somewhere). It's related to the Atari 2600, and it was brought on by the fact that if MegaMan were to be on the 2600 it would definitely need controls that would allow for awesome gameplay. So I did what everyone else does... hack a Sega Genesis controller to give me 3 button support(Some 'Assembly' required). 2 soldered wires, 3 cuts, and one solder bridge to join 2 traces together and in approx. 10 mins, you're done. I call it... The MegaMan Mod. Heck, something like this could have even been done before, but I looked and couldn't find it. And I bet that some one smarter than me could get 4 buttons working. I'll explain further, but first the pic: The first 2 buttons, Fire(B) and Jump(A), are in the NES configuration with the ALT-button replacing the C-Button. B-Button is the original 2600 fire button, A-Button is UP on the 2600 Joystick, and the ALT-Button is DOWN on the 2600 Joystick. In the case of MegaMan, the Down direction is only used on the ladders and therefore the ALT-Button could serve as the Pause/Inventory - more on this later. The ALT-Button also provides one combo button press, impossible through normal means, UP + DOWN together. Which might be programmable in Batari Basic or maybe assembly? In any case, I hope it's viable. The Ladder Theory: MegaMan needs to climb ladders in the NES version, and I'd imagine he'd do the same in the 2600 version. Just thinking out loud : - Since Up on the Joystick is still Jump, MegaMan would have to be programmed so that when he is on or near the bottom of a ladder he would climb it instead of just jumping. - Since the ALT-Button is also Down on the Joystick, and if it's being used as the Pause/Inventory, MegaMan would have to programmed so that when he is on or near the top of a ladder he will climb down it instead of getting the Pause/Inventory screen. Here's a list of games that use UP as Jump and will work immediately with this mod: Moon Patrol Sorcerer(Mythicon) Smurf: Rescue in Gargamel's Castle Frogs & Flies - I tested this one myself and oddly enough it supports all 3 buttons! Kung Fu Master Kangaroo Swordquest: Earthworld I'm sure there's more, but this was all I could find. Illya PS - Started a new thread over here.
  11. I agree with you there. My design was based more closely to djmips' version. Without changing his arms color - How's this? Illya
  12. The attached zip file contains the Still frames(Not shown in pic) as well as all of the MegaMan frames shown in the pic below: MegaMan Still_Run_Run & Shoot_Jump_ Jump & Shoot_Shoot_Hit_Climb_Climb & Shoot.zip The bosses be next...arr! Illya
  13. Thank you. I wish I could code something more complicated than a "Hello World" across the screen, but that's about all I can do really. lol So I shifted my focus to just making sprites for the fine people at AtariAge(and the googlebots that come here ). Illya
  14. Thanks guys! I really appreciate it.
  15. In reply to a previous post - Challenge Accepted.. Heh. Since the MegaMan 2600 Demo was created by djmips and uses the sprites that he made, I've decided to start from scratch(well... sort of). As stated in the aforementioned thread, there was some concern with the overall amount of memory in the ROM being taken by the graphics data - I'm hoping to try to reduce this a bit and still have things looking good. Here is a NES / Atari 2600 comparison. MegaMan is 11W x 18H (for reference - djmips' is 13W x 16H): And an animation of MegaMan blinking his eyes as he stands still: MegaMan Still Frames.zip Well I've had my MegaMan fill for the day.. There will be more coming soon. Illya
  16. That bat is going to drive me Batty. I tried playing on Pro and Easy modes, but the bat seems to fly at the same speed. I'm thinking he could probably fly rings around Superman. Illya
  17. Hey, no worries eshu I value your input greatly, as I do everyone's and it's discussions like these that can lead us to new ideas, and new discoveries. Glad to have you on board. Illya
  18. We'd have to ask the question, How many exact Arcade translations to the 2600 were there? I wouldn't expect every level or every sprite to be there or even the game mechanics to work in exactly the same way it does in the arcade. So what would any programmer that tries to translate a game to the 2600 do? The best that they can. Yes making this for the 7800 would probably be much easier and look better, but my first love was for the Atari 2600 console and that's why I start here first . The idea of making games or translating them is more about capturing the spirit of a game, than it is about being exact. Illya
  19. After the new version of bB is all fixed up, we won't need a mock-up. I'm sure somebody will get to work on the actual game. Too late. The numbers are in, and the mock-up/comparison is done with some amazing results: It's almost scary how the walls, and floors are near identical if not bang-on in size and screen positioning(the screen layout is a true bB construct). The ceiling's a little lower in the 2600 version, but overall I never would have imagined the similarities. I'll see your bet and raise you a pair of Bubble Blowing Dino-Dragons... Ha! Beat that! Illya
  20. The Mega Man challenge is simply that there was a 2-level Mega Man demo awhile back. It had graphics for Mega Man, elec man, and... maybe one more enemy? It would be interesting to have all of the end bosses from the original Mega Man mocked up, in case anyone ever went back to finish this one. I've always loved Mega Man, and would be curious to see what the end result would look like. -John I'll see what I can do. Illya
  21. Are you volunteering by any chance? I think it would be cool to see like a playable 1-3 level demo... but that's where my skills are sadly lacking. I'm still curious about that Mega Man Challenge you mentioned earlier. Could you elaborate on it? Illya
  22. The final installment of Bubble Bobble Sprites... Yes, I know there are more sprites in the game, but like Nintendo... I'm gonna leave a few things out. Again, the Original Sprites on the Left and the Atari 2600 ones on the Right.. you'll know the difference. There's only one exception to the "All Arcade sprites" and that's the Drunk. ( for the TurboGrafx-16 had a drunk guy too, but he was probably portraying Zui Quan. One of the very few drunks in a game... Drinking in a videogame... who knew?) I borrowed the design from the NES version of the Drunk because it was much easier to adapt him. Bubblin and Bobblin have a Still frame, a two frame walk cycle, and a blowing bubble frame for a total of Four frames each. The enemies only have two frames each. I'm hoping the rest of the picture is self-explanatory. Bubble Bobble Character & Weapon Sprites.zip Enjoy, Illya
  23. Me like I'm looking forward to whipping a wall and eating a 200 year old pork chop from it. Seriously though, it's looking good. Illya
  24. @Propane13 Thank you. With all the practice I have maintaining this thread and making sprites for others on this forum, my skills have been boosted from their meager beginnings. So in a way, I should be thanking everyone who has asked for my help, or allowed my sprites to be thrust upon them. What's the Mega Man challenge? Good lord those look nice. I'm still hoping for a Bubble Bobble port on the 7800 some day. That skull freaks me out; was that not in the NES port or somethin'? @Rex Dart Thank you. In total I'd say those probably took me about 8 hours(over a week) to match things up, and get the colors looking good. I could see a 7800 port too. According to this FAQ the Skull, along with a few other items, were removed from the NES version of the game... I guess the Nintendo censors didn't like the idea of showing kids that Smoking, Drinking, and rotting Skulls were okay. @Scumsoft You're very welcome my friend. Feel free to use anything you like, and all I ask in return is to be credited for what is being used. Illya
  25. Perhaps, as a suggestion, you may want to re-read the first post again, as everything is explained within it. Illya
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