Jump to content


  • Content Count

  • Joined

Community Reputation

1,013 Excellent

About Defender_2600

  • Rank

Profile Information

  • Gender
  • Location

Recent Profile Visitors

21,583 profile views
  1. kiwilove said: <<...may be in what new homebrews showed the potential of the hardware?>>, so I showed some 7800 homebrews, these games are certainly the result of the efforts of some of the most talented people we have in our community, however I don't think I'm wrong by saying that they could be technically made in 1986/87. Obviously I'm not generalizing and I'm referring to the games I showed. I chose the 7800 versions of Froggie and (the new) Ms. Pac-Man because they both use the 320 mode. We compare the same games on two different systems but the 7800 versions can move a much higher horizontal resolution (double, 320 pixels) compared to 5200 versions (160 pixels). And in Ms. Pac-Man 320 we also have vertical scrolling. Certainly some tweaks can be made to the 5200 versions but it is not possible to double the resolution preserving the colors. About Donkey Kong XM / PK, I had the great privilege of working on graphics and I would have so many things to say... I will only mention that DK Remix (WIP) for 7800 will be completely written from scratch and it will be a nice improvement (under every aspect) compared to the already excellent DK XM / PK. The new extraordinary engine will be able to manage a large number of sprites per line in an excellent way, all the sprites will move at the same time, with great fluidity and without flicker. A comparison with the 5200 makes no sense if you are trying to overlap the maximum performance of the two systems. Regarding Congo Bongo, as I have already written, I confirm that it is a mock-up. However, I don't know what you mean by "just" a mock-up. I believe that designing graphics and level layout has its own intrinsic value regardless of the possible implementation in the code of a game. Of course, I'm really extremely grateful to all the programmer friends who used my work in their code, but when that doesn't happen I don't think my work is "just" something. When I deliver the graphics to a programmer I am delivering a mock-up. The graphics on that Doh level screen, which I posted in this discussion, was also "just" my mock-up before being kindly implemented in the Arkanoid code for 7800.
  2. 7800 and NES are very different systems. The 7800 features a palette of 256 colors, a single sprite / tiles can have 12 colors from 2 palettes + transparent / background and without limits of number / size. No flickering. The color depth can be considerable despite of the wide pixel aspect ratio. The NES features a palette of only 48 colors and 6 grays, 8x8 tiles / 3 colors, 8x8 or 8x16 sprites / 3 colors. Each system has its strengths.
  3. In the 320 mode the 7800 displays the resolution of 320 horizontal pixels with 7 or 9 colors per zone / scan line; the 7800 Froggie, in 320 mode ( 320×240 ), has over 20 colors on screen. Moreover, in the 160B mode, a single sprite / tiles can have 12 colors from 2 palettes + transparent / background and without limits of size; 25 colors per zone / scan line. Here is a quick comparison between 5200 and 7800 graphics. As you can see from the screenshots, the difference between a second generation system and a third generation system is evident.
  4. No, just to help, sometimes we think too many things at once.
  5. 320B (WM=1,RM1=1,RM0=0) 2 bits per pixel, 3 colors + background & transparent from 2 palettes 160B (WM=1,RM1=0,RM0=0) 4 bits per pixel, 12 colors + background/transparent from 2 palettes
  6. Thanks for the clarification and absolutely unnecessary apologies.
  7. Interesting. I didn't know that the 320B and 320C modes could be used in the same area, I always thought that the 320B mode could only be combined with the 320D mode.
  8. Most of the background animations you are seeing in the Nintendo Switch version are not feasible on NES and 7800. For the 7800 you could make a version similar to the NES version (see video below), you could use the 320D mode for the maze, dots, score and the 320B mode for sprites. Or, make it completely in 160A mode.
  9. That photo was made by Jinks:
  10. The motivation is clearly described in the picture, but it does not matter, now that picture is obsolete. In the current version, dithering for energizers, dots and ghost eyes has been eliminated. Currently, energizer and dots are single color like the arcade version and the eyes of the ghosts have just a subtle and imperceptible reflection in cartoon style. Anyway, I want to remember again that small imperfections for ghost eyes will be almost unnoticeable on real hardware and almost invisible on CRT TV. Indeed we must consider that the 7800 320 mode (320×240) shows square pixels with pixel aspect ratio 0.9 NTSC and 1.0 PAL (approximately 1.2 NTSC and 1.4 PAL on the NES with 256 horizontal pixels). Here is this new 7800 Pac-Man Collection 320 on CRT TV.
  11. Really impressive work SmittyB, I am happy to see this level of quality in a dungeon role-playing video game for Atari 7800. About twenty years ago, I loved Shining in the Darkness for Genesis, I remember while my brother was playing remembering the mazes instead I drew the maps and I would have liked to ask the developer of the game if I was cheating. I am finally testing your game and I see that your progress is incredible, really thank you for all your efforts and your dedication to this ambitious project. I still need to deepen but what I am seeing is already very refined and inspired. The only thing I would suggest is to consider replacing the white color of the menu, maybe with a dark gold / parchment color. I see that the white color of the menu literally illuminates the playing field at the expense of the dark atmosphere. In addition, the excessive contrast caused by the white color could become an eye discomfort during a long game session.
  12. The game displayed on CRT is amazing. High resolution, excellent sound and accurate gameplay almost confuse you while they give you the feeling of having the arcade cabinet at home. And to know that you are not playing under emulation (MAME included), but with real hardware manufactured in 1984, for me it makes the experience really fascinating. Thanks again for this 7800 wonder!
  13. I just want to add that this new version of Pac-Man Collection for Atari 7800 (see video above) displays the resolution of 320 horizontal pixels. Game type is split into 4 categories: - Pac-Man Series (Pac-Man, Hangly-Man, New Puck-X, Popeye Pac-Man, Ultra Pac-Man) - Ms. Pac-Man Series (Ms. Pac-Man, Ms. Pac-Plus Arcade, Ms. Pac-Attack) - Pac-Man Plus Series (Pac-Man Plus, Ms. Pac-Man Plus, Hangly-Man Plus, New Puck-X Plus, Ultra Pac-Man Plus) - Random Maze Series (Pac-Man Random Mazes, Ms. Pac-Man Random Mazes, Pac-Man Plus Random Mazes) - There are 8 selections for starting level.
  • Create New...