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Posts posted by Defender_2600
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Great Review & Comparison! Thank you!
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If you're making DK2, I'll buy it in a flat second. I absolutely LOVE that game.
Posted Thu Oct 11, 2018 8:47 PM by tep392 :
"I'm working on D2K Jumpman Returns. it requires the XM's extra RAM and POKEY sound and it will utilize the XM high score hardware for saving the score table. I'm converting the arcade code from Z80 to the 7800's 6502, so that this game will be virtually identical. Graphics are all upgraded from what was done with Donkey Kong XM/PK, courtesy of Defender_2600. If there is interest, I will be able to make fully populated carts with RAM/POKEY onboard but they will be quite a bit more expensive."
http://atariage.com/forums/topic/273865-happy-new-year-xm-shipping-this-month/?p=4131489

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I hope the new Official SEGA Licensed Controller (USB) will be compatible.
http://retro-bit.com/sega-collaboration
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Sure, I'd be happy to elaborate, just as long as it's taken in the right sprit and not considered a slam.
I'd say that the actual platforming aspect of the game isn't that fully realized, it's mostly you jump up a little bit here, and then walk straight for a long distance, then you jump over a small gap there, and then repeat, etc. In the YouTube video that I watched, I didn't see any variety or challenge in how the various terrains were laid out. Also, I kept seeing the same enemies over and over again in each stage, and their placement and attack patterns didn't seem all that imaginative or treacherous. Since I consider Bentley Bear Crystal Quest a masterpiece, I would like to propose a challenge.
Don't base your judgment on the YouTube video but play the game via emulator (at least until Level 3 - Round 4) and then let us know what you think about the enemy positioning and attack patterns, challenge, etc...

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Asteroids Deluxe, AstroBlaster, Astro Fighter, Baby Pac-Man, CrazyBrix, Dungeon Stalker, Frenzy / Berzerk, Froggie, Graze Suit Alpha, Moon Cresta, One on One Basketball, Pac-Man 320, Ms. Pac-Man 320, Rikki & Vikki, Rip-Off, Scramble, Space Invaders,Tower Toppler: these 7800 games are all made in 320 mode. Atari 7800 Froggie, in 320 mode ( 320×240 ), has over 20 colors on screen + transparent. The maximum number of colors per zone / scan line (7 or 9 colors) it does not necessarily have to be associated with the maximum number of colors on screen.
The 7800 320 mode (320×240) shows square pixels (pixel aspect ratio: 0.9 NTSC and 1.0 PAL) and can replicate the correct aspect ratio of the arcade graphics. The NES with 256 horizontal pixels by 240 vertical pixels display wide pixels and therefore wide sprites/tiles compared to arcade graphics / 7800 320 mode . Same goes for ColecoVision, Sega Master System, CoCo 3, etc., for these systems the pixel aspect ratio is approximately 1.2 NTSC and 1.4 PAL.
Also, when you have only 240 vertical pixels it may be useful to place a extra display (scores, status, etc.) on the right side of the main game but in this case the play field will be compromised if you have only 256 horizontal pixels rather than 320 horizontal pixels. For example, here is a comparison with Galaga on NES :
Among other things, the NES features a palette of 53 colors, 8x8 tiles / 3 colors from 4 palettes , 8x8 or 8x16 sprites / 3 colors from 4 palettes. The 7800 features a palette of 256 colors and, with the 160B mode, a single sprite / tiles can have 12 colors from 2 palettes + transparent / background (and without limits of size). Therefore the color depth can be considerable despite of the wide pixel aspect ratio. In conclusion, each system has its strengths.
For instance, 7800 Ninja Golf (Dragon Boss) :
A curiosity, compared to 7800, the SMS puts more colors on screen at one time for the background (SMS 31 colors from 2 palettes vs 7800 25 colors) but for the sprites the SMS has only one 15 color palette while the 7800 can use any palette available.
For example, with 7800 160B mode 24 colors on screen are available for the sprites (12 colors from 2 palettes + transparent / background) and a single sprite can have 12 colors or 24 colors with two overlapped sprites. As a side note, I also noticed that in some SMS games the sprites do not have transparency (see SMS Space Harrier).
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"...the SMS has a far, far more limited palette than the 7800 (or even 2600), it's only 6-bit RGB, probably a good bit worse than even the default 56 colors/shades on the NES. (the 7800 has 256 colos, or 16 hues with 16 luminance levels each like GTIA, double the luminance levels of TIA/CTIA)...
...the SMS uses 2 4-bit palettes from 6-bit RGB (64 colors) each with 15 colors (both applicable to the BG, only 1 usable for sprites) plus a solid BG color for a possible maximum of 31 colors on-screen (in both cases you'd have common cases of less than that due to practical limits of separate palettes, probably more so with the NES). Then there's the limits on how those colors are aplied to the tilemap and sprites: for the SMS you could have a fixed 15 color palette for sprites and the ability to select between the 2 palettes for each 8x8 BG tile...
...In any case, you'd be a hell of a lot closer than the SMS's 6-bit RGB... sure it can do 16 colors for any pixel on-screen without any tricks, but there's very few shades of any color... and even if you combined all useful yellowish/orange-ish/brownish shades, you'd probably only manage 6 or 7 colors and even then they'd look a bit off. (games that look best on the SMS tend to be stylized heavily for RGB colors)..."
http://atariage.com/...7800/?p=2174853
http://atariage.com/...lors/?p=2925976-
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Would also love to see a port of Prince of Persia on the 7800. I think that would work great (even with TIA sound).
I agree.

http://atariage.com/forums/topic/219298-prince-of-persia-for-the-7800/
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Awesome box as always!

And thanks for the credit, not necessary but very much appreciated.

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Humble two cents...This may be best to return to first. For a couple of reasons.
An Arcade(/Pinball) port - first of its kind no less - was just performed. Defender, although great, would be passing along a similar vein of another Arcade port.
In conjunction with that, for both ReZolve and Defender, they were stopped in part due to already existing problems with them. Adventure III would be a fresh start to get you started on a 'good foot'.
Absolutely would love to see Defender and ReZolve brought to complete fruition, but a fresh start with no preexisting baggage/frustration may be just what is needed at this time.
Regardless, you do what is best for you and makes you happiest.

+ 1I could not have said it better

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Ok... changed (permanently). I tried the '1 pixel off center' thing to do white/mazecolor, and it doesn't look as bad as when I first tried it (admittedly, which was when I first started working on the game).
I think that's a good compromise. Thanks all.
Thank *you*, Bob!!
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Thank you...
But unfortunately, that isn't going to work unless I move the dots off-center (and to me, that's much worse)
Reason being is that it only works in pairs, in columns 0 and 1, 2 and 3, 4 and 5, 6 and 7. Putting the colors like that in columns 3 and 4 will cause the white to disappear because it doesn't 'line up ' with the corresponding column.
That's why I have the colors outside of the white dots in the current version... without them, the white would never show up.
Yes, 1 pixel off-center dots. As always, many thanks for the reply, Bob.
Bob, if it's not asking too much, it would be possible to include these two-color small dots as an option via difficulty switches? After all, I think it's still an interesting compromise (in my humble opinion).
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Question for you guys:
I'd like to make the dots the right size, but unfortunately I don't have the colors to do that. Right now, they are 'partially' white because it's using the third color which will only show up if paired with another color.
If I make the dots the right size, they will either be the color of the outside of the maze or the inside.
How do you feel about this?
Here's an example:
So it's either the dots elongated and partially white, or the 'correct' size and the maze (inside or outside) color.
What say you all?
Thanks,
Bob
Hey Bob,
an interesting alternative could be having two-color small dots, we can consider the second color simply as a shadow or reflection :
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Thanks to RevEng, I have fixed the gap in the ball. It was due to me putting the last interrupt one zone higher than it should have been. This interrupt also updated the ball position on the screen, so you can see where that might be a problem.
You guys are formidable. Thank you!

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Ok, I've added that change, although two things about that:
1. The bottom-right blue pixel, nearest Ms. Pac-Man, is dark blue instead. I can't help that with the swapping of palettes I'm doing for colors.
2. The *white* pixel, nearest the third added blue pixel down (on either side), I cannot add. I needed to get rid of that because it would require an entire tile that I did not have for that one pixel.
Thank you, as always for your help.
Thank you so much, Bob!
P.S.
I noticed that when you launch or loses the ball there is a light blue line that cuts the sprite (however during the game it is almost imperceptible).
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Nice.
EDIT: As you can see in the MCP Cart Logo (or avatar), I know all about anti aliasing, took me and my wife combined days of pixel pushing.
There are some things, like that animation of your MCP Cart Logo, that remind me that I'm just a little mortal man.

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Wow! I've been absent for a while and now I find a ton of updates!
A big thanks to Bob and Kurt! Really impressive work and superb addition to the 7800 library. I love it.
Bob, just like a minor graphic suggestion, in the example below, I added some light blue pixels as antialiasing. Thanks again for your kind attention.
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Wow! Rick Dangerous on Jaguar! Great!
Just a question, I'm watching the video and I see it's much faster than the Amiga / Atari ST version ...-
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This is good news:
"AtGames Digital Media lnc.‘s use of Genesis Plus GX is licensed under signed agreement with Charles
MacDonald and Eke-eEke."
https://fccid.io/2AMTQ3680SEGA18/Users-Manual/User-manual-3952641













7800 related dreams?
in Atari 7800
Posted