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Defender_2600

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Posts posted by Defender_2600


  1. 3 hours ago, Atariboy2600 said:

    I should be done very soon for now more behind the scene with DOH on early art to using Arnold Schwarzenegger as a ref face for Doh as many early classic label artist use movie stars for game box in the mid 80s and early 90s.

    face grid.png

    ref - doh.png

     

    Fantastic work as usual, Atariboy2600!
     

    I was also thinking that since DOH seems to be a Moai, maybe you could be inspired by those very ancient statues full of mystery. :)

     

     

    Moai.PNG.f941679692663cc883638799acc92087.PNG

     

     

    • Like 1

  2. Many Thanks for the explanation, mksmith! It's really fascinating to be able to look under the hood! :)
     

    P.S.
    Just a thought, perhaps you could reserve a palette (160A) exclusively for the background tiles and update the palette colors at each level (about 5 palettes should be needed to cover all levels). But probably this has already been considered.

     

    • Like 3

  3. Spectacular update, mksmith! Absolutely love it!  :)

    Among other things, I'm looking at the colors of the background tiles and I was wondering if it is possible to add a second color to get closer to the
    arcade version. I would also suggest using the arcade colors for the ball in order to make it more visible.

    Regardless, fantastic job mksmith! And thank you again!


     

    1529538621_Arkanoid_backgroundcolors_1.thumb.PNG.785c5a4ddb86d5648113413acd88c561.PNG

     

    1270433829_Arkanoid_backgroundcolors_2.thumb.PNG.b471ba6dcf9fe52e7ead468141712bdb.PNG

     

    1219491774_Arkanoid_backgroundcolors_3.thumb.PNG.03b8da018da1af31d7769dda955d0c4e.PNG

     

    • Like 2

  4. 1 hour ago, mksmith said:

    @Defender_2600 Thanks! Definitely coming along nicely ATM!

     

    Thanks for your review of the layout - it's something to consider.  Firstly I do find the font to be overly large but just doing the top rows does still leave other messages such as the level/ready and game over then being inconsistent in size which would annoy me. The playfield is a juggling act getting all 32 levels with enough space - we have not only cut down the width from 13 to 11 but the height from 18 to 16 bricks.  Most levels aren't affected but it does compact everything.  We are also locked into the 8 pixel zoneheight which doesn't allow us really to reduce the brick heights either - even getting those to 7 would give us another 16 pixels just there.  I will see if @RevEng would have any thoughts as to what this might do to the DL layout he created for the bricks.

     

    All things to consider!

     

     

    Thank you very much, mksmith and RevEng!

    And in the meantime, you can already use my new arcade font in 160A mode. 
    ;) 

     

    7800 new arcade font 160A mode.bmp

     

     

    1875977602_7800newarcadefont160Amode.thumb.PNG.064aabfa156d0b9ece9a92ec1204685c.PNG

    • Like 3

  5. Hi guys,

    congratulations for this amazing project! I really appreciate your efforts!

     

    I would like to share a consideration regarding the vertical resolution of the playing field since it directly affects the gameplay. If it is technically possible, I would like to suggest increasing the vertical resolution of the playing field of a zone / 8 pixels (using a zone that is currently reserved for the score text) and then to move the bricks upwards of a zone / 8 pixels ( total increase: + 16 pixels ).

    And, as already suggested by Synthpopalooza, you could use the 320A mode for the score text (mockup below).

     

    Thanks for your kind attention.

     

    Marco

     

     

    1454396267_Arkanoidvs.thumb.PNG.ed9da2a1ece82f3c8a1eeb74a1d2cf0f.PNG

     

     

    1145571666_7800Arkanoidvs.thumb.PNG.cc37ebe8e46df94c233c4b58328c9dfb.PNG

     

    • Like 1

  6. Interestingly enough, I think that the 7800 version actually looks nicer. Note the better detail on the icons on the bottom and on the pulleys of the elevator. Also, the player's clothing has more detail and his proportions are closer to human than the original C64 sprite. Nice work, Defender_2600. :pirate: :thumbsup: (Nick Fury salute!)

     

     

    I'm glad you like it. :) But, I want to remind you that the Graphics Hacks of 7800 Impossible Mission were made by KevinMos3, I have only updated some graphic details in the 7800 - C64 Homage version. If you are interested in more details, this work was started in this thread and then continued here.

     

    Anyway, as you noticed, the 7800 version has the PDA in high resolution ( 320 horizontal pixels ), the elevator pulleys are animated and the player sprites have 3 colors.

     

    Among the other graphic features that are exclusive of all 7800 versions ( and already included in the original 7800 version ), really I love the new graphics / animation of the robots with more flashing lights ( in total, 9 colors for each robot ! ) and, in the rooms, the mobile platforms with animation.

     

    Here are some screens for you. :)

     

     

    post-29074-0-54781200-1560554173.png

     

     

    post-29074-0-85989400-1560554229.png

     

     

    post-29074-0-57245400-1560554210.png

     

     

    post-29074-0-18412000-1560554261.png

    • Like 3

  7. Impossible Mission is definitely one I like but one I suck at. Have played the original C64 classic and think the 7800 port is solid (set aside the infamous bug and assume you've got the fixed version) though has room for improvement. I actually like the colorful look of it more than the grey C64 one. I do think the ending colors are kinda strange and wish they worked in the digitized sound effects (ala Astro Blaster) but it's good.

     

    We all can dream!

     

     

    I agree. :)

     

     

    post-29074-0-05810500-1559782665.png

     

     

     

    post-29074-0-63211500-1559782706.png

    • Like 6

  8. I like it as well but could never figure out how the puzzle pieces line up exactly? On the remake version I've played and beaten several times, the pieces were color coordinated and easy to figure out how they go together. But on the 7800 version I've had pieces match up or appear to match up that weren't even the same color so it made it difficult for me to know when something was correct or not?

     

     

    ;)

     

     

     

     

     

    • Like 1

  9. Actually, I think I'll take this opportunity to challenge you... because I'd like to see more people hacking 7800 games. It's not as easy as the 2600 because we don't have the simple tools like bithacker and hackomatic (although you can still use them to some extent), but with a little patience, a hex editor can do wonders.

     

    You said before that you have Hex Workshop. So, you can take my blue small chest rom and open it with Hex Workshop along with the bookmark file. From there, you can change all the colors to what you see in the C64 version. That will be a very simple task to get your feet wet. In fact, I went ahead and cleaned up the bookmark a little bit. The elevator colors are all together now and I marked the hallway/shaft outline colors as well, but I just made a mass bookmark of them. They follow the same sequential order as the elevator colors. There are other colors in this area of the rom too. I didn't mark the hallway backgrounds, but you can find them easily and they'll be together as well.

    attachicon.gifImpossible Mission HW bk (a78).zip

     

    If you want to take it further, you can do a "compare" of the rom variations to see where I changed the graphics. For example, you can search for where I changed that one pixel above the shoulders (there are several sprites that were changed for that), and then you can do the same change to the rom you're working on. Looking at the patterns will show you what does what with the sprites and before you know it, you'll be hacking away at other games as well. icon_smile.gif However, as for the chest, be aware that the emulators don't display the same pixel ratio as a real 7800. They look wider than the real thing. When you view the game on a real 7800, the character is more narrow so the chest does not appear as wide.

     

    Happy hacking!

     

     

    WOW...Time really does fly...lol. Anyway better late than never, so I gladly accept your friendly challenge. :)

    I made some updates to the C64 version, you know that I love it. The details in the images below.

     

    Again, Thank you very much, Kevin.

     

    Marco

     

    Impossible Mission (New Graphics - C64 2019).a78

    Impossible Mission (New Graphics - C64 2019).bin

     

     

    post-29074-0-91428200-1560477438.png

     

     

    post-29074-0-25768200-1560477467.png

     

     

    post-29074-0-79923500-1559174015_thumb.png

     

     

    post-29074-0-12763000-1559235391.png

     

     

    post-29074-0-71975600-1560558403.png

     

    • Like 3

  10. The new Atari Flashback Portable (2019) will be completely redesigned.

    AtGames recently produced some good Flashback consoles, the Atari Flashback 9 (2018) includes 110 - 120 games, 720p HDMI video output and runs the Stella emulator (version 3.9.3). Also, it includes an SD slot (like the Atari Flashback Portable) for firmware updates, downloaded games, and saving and resuming game states. Two 2.4 GHz wireless joystick controllers are included in the 9 Gold edition.

    So, the next step could be the 7800 support on the new Atari Flashback 10 with A7800 emulator.


  11. -----------------------------------------------------------------------------------------------

    Bill Loguidice, on 22 May 2019 - 9:52 PM, said:

    "We definitely won't be doing 5200 (too many buttons, analog, etc.), but we do want to look into 7800. What 7800 games do you guys want to see supported the most? Say, a top 3 - 5."

    -------------------------------------------------------------------------------------------------------

     

    Please, reply here:
    http://atariage.com/forums/topic/258970-atari-flashback-portable-faq-and-compatibility-list/?p=4279521

     

    Thank you

    • Like 1

  12. https://castlemaniagames.com/news-and-updates/f/retro-bit-x-sega-announce-genesis-mini-6-button-usb-controller

     

    Retro-Bit x SEGA announce Genesis Mini 6-button USB controller!!!

     

    May 17, 2019|SEGA Genesis, Retro-Bit

     

    The iconic SEGA Genesis console returns in a slick, miniaturized form along with two classic 3-button control pads... but what about the six button control pad? In partnership with Retro-Bit SEGA is offering an official companion controller that has the genuine look, feel and performance of the original to use with your SEGA Genesis Mini!

    Is this the same controller as the Japanese release is getting?

    No, the original six button controller released in Japan was smaller than the one released in North America. The Japan release of the Mini will include the smaller six button controller(s) whereas the North American release will include the original three-button.

    How is this controller different than the Genesis USB controller Retro-Bit just released?

    The USB Genesis controllers that were just released had a few quality of life improvements with the re-positioned mode button and added L/R buttons. The new Genesis Mini version is true to the original design and does have the added benefit of also working with the Nintendo Switch.

    Will the USB controllers Retro-Bit just released work on the Genesis Mini?

    Yes, both the Genesis and Saturn USB controllers will work with the Genesis Mini.

    When are these expected to ship?

    These are expected to ship in August 2019 and are available to pre-order here.

    • Like 1
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