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ZylonBane

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Posts posted by ZylonBane


  1. I thought the main reason was that he ran out of RAM?

     

    The warp-speed UFO drastically changes the way it interacts with the player. In the arcade and accurate versions, the UFO moves slowly enough that you can almost always stop what you're doing, scoot over and take 2 or 3 shots at it. The Instigators UFO is more of a blink-and-you-miss-it affair.

     

    If you're going to just go and capriciously change elements of a classic arcade port to be "better", that undermines the point of the exercise.


  2. Hopefully he'll realize what an awful title it is and change it soon. Oh, and keep an eye out for my upcoming maze game, MAN PAC!

     

    Hey, who are you? Get aw--arghh...

     

    cartoon-network-bizarro-for.jpg

     

    "Silence stupid human! Fu Kung be good name! Me like a lot!"


  3. I also think that 3D sprites were never used to full potential, I imagine 3D sprites with far more than 4, 8 or 16 views, from more than one angle too.

    Umm, if it's 3D, then can't you by definition view it from any angle you want?

     

    Sounds like you're almost talking about voxel sprites, which are pretty cool but blocky. Blood used them for pickup items.


  4. the problem with the lcd shutters is that you'll either need to double your refresh or half it.  i think ntsc is 60Hz, so your talking 120Hz or 30Hz.  and you also reduce vertical resolution by half.

     

    Good grief. It's impossible for a console to change the refresh rate of a TV set. What you can change is your frame rate. With shutter glasses, the left and right images are sent on alternate frames, so with NTSC you'd get a full scene every 30th of a second. This is the same frame rate interlaced NTSC runs at anyway, so it's obviously not an unacceptable drop. And what's this about halving the vertical rez? Each left/right image gets a frame all to itself, so why would you need to do that?


  5. Yoink!  I'll be taking that picture, thank you very much!

    Have fun with it. The colors are too saturated for the 2600 palette, but something close should be possible. And in case you're wondering, the look of the "ATARI" text at the top was the result of trying to match the style of the NAMCO logo font.

     

    Now if anyone can make the Galaxians look like this, I'll be impressed. :D


  6. I'd also like to improve Galaxian a little more... the colors just aren't right, and now that I have Glenn's color chart I might be able to hunt them down and change them.

    Yeah, I was just wondering why they went to the trouble of changing the colors, but not changing them to the right ones! If you could pull off something like what's below, that would be sweet.

     

    2600_galaxian.png


  7. Another interesting pseudo-3D technology is Chromatek. The glasses (which are, I'm guessing, a form of diffraction grating) cause reds to appear closer to you, and blues to appear farther away (with a smooth transition on the intermediate colors). A few years ago they were printed into the backs of boxes of Kraft Macaroni & Cheese as part of some promotion... Rug Rats movie, I think. You can also request free ones from the manufacturer.[/url]


  8. Chris, "arbitrary" does not mean "random". It essentially means determined without external consideration, or as dictionary.com puts it, "Determined by chance, whim, or impulse, and not by necessity".

     

    As far as games with arbitrary playfields, one need look no further than Surround, Pengo, Cosmic Swarm, Canyon Bomber, or any other 2600 game that uses the playfield as a freeform frame buffer.


  9. Just a note for the less technically-inclined folks in this thread--

     

    Smoothly scrolling an arbitrary playfield image horizontally is IMPOSSIBLE on the 2600. The smallest possible 2600 playfield pixel is highly rectangular (8 color clocks wide by 1 scanline tall). Since TIA doesn't possess any playfield fine-scrolling hardware like its CTIA/GTIA big brothers, the only way to scroll is at the pixel level. Since the pixels are thin vertically, vertical scrolling can be very smooth. But since the pixels are thick horizontally, horizontal scrolling will always be coarse.


  10. Space Jockey too (though that one is limited to sprites only, I think)

    Nope, it has full scrolling terrain.

     

    I'll add--

    Road Runner

    Donald Duck's Speedboat

    Krull (horse-riding sequence)

    MotoRodeo

    RealSports Football

    RealSports Soccer

    Snoopy and the Red Baron

    Sentinel

    Sinistar (horizontal and vertical)

    He-Man

    Super Challenge Football

    Marble Craze

    Dolphin

    Mountain King (H & V)

    Time Pilot (H & V)

     

    Umm, okay I think I'll stop now. 8)


  11. >Then again, it might be easier just to make Scramble into a vertical

    >scroller ;)

     

    Yeh, but then everyone'd piss and moan like with Zaxxon....

     

    Erm, so you're implying people shouldn't complain about changing a horizontally-scrolling game into a vertically-scrolling one?

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