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Defender_2600

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Posts posted by Defender_2600


  1.  

    I'm happy to send the unlabeled cart to people if they want to install a POKEY themselves and then label the cart. I do put a socket on the board for the POKEY.

     

    ..Al

     

     

    This is a good option, especially for international orders. Thanks Al, now I have to do the shopping list... :)


  2. What do you mean by that? Does one nudge move the ball too much, or should that much nudging not be allowed?

    I did not include a "Tilt" test since I don't think this belongs to the ball physics, or does it? I only included how the balls react to nudging... do you think that one's correct?

     

     

     

    I think nudging up should only move a ball up if it is in contact with a semi-horizontal wall-type surface, although that is in the opposite direction as what was going on in the video (I believe he was moving the ball up during free-fall by nudging down). You can move the ball up if you hit the front of the table while it is in contact with a horizontal or semi-horizontal wall. In free-fall I think it can slightly change the angle/direction, but not invert it. I dont think nudging down can impve the ball against gravity in free-fall, maybe just slow the descent slightly. However, some actual observation would be most useful.

     

     

    Thanks for reply, Swami. That's what I meant showing the video.

    • Like 1

  3.  

    Nice catch. I hadn't ever gotten to checking table bumping. Also, can you really bump the table that much without tilting?

     

    Indeed, I think it's not possible on the real machine.

    • Like 1

  4.  

    I don't know if I want to disclose that yet... I might want to keep it a secret until the unveil. ;-)

     

     

    I understand, indeed I have a lot of "secret" jobs (WIP) that at the moment I can not share for various reasons.

     

    For example, among these projects, I think you'll be glad to know that some time ago I started working on the graphics of Perry's Dig Dug XM ( I'm looking at your avatar :) ).

    • Like 3

  5. When I have designed the graphics / animation of the flippers, I thought the ball was 8 pixels wide, therefore I left 10 pixels of _minimum_ width between the flippers. Currently the ball is 7 pixels wide (odd number), however I do not think it's a significant difference.

     

     

    post-29074-0-58683800-1539379695.png

     

     

    post-29074-0-32086400-1539379707.png

    • Like 2

  6. I have the Super Retro Trio which had superb a/v output on Genesis and SNES, with minor audio artifacts on NES.

     

    Interesting, are you referring to the Super Retro Trio (old model) with S-Video output? I have read conflicting opinions about it. Have you tried it in Genesis mode with S-Video output?

     

     

    post-29074-0-34848500-1538590669.png


  7.  

    Your 160B mockup that you posted in the Mega Man thread yesterday looked pretty sweet, but I don't know if that level of detail is feasible for all of the characters in the existing rom (maybe it needs to be expanded in size or the code rewritten to accommodate it).

     

     

    Indeed, in truth, I was referring to the current sprites in 160A mode. I designed that sprite in 160B mode a few years ago and I consider it just an exercise.

     

    Again, as always, Kevin has done an amazing job with his sprites. Designing those small sprites with only three colors is a challenge. I love the fidelity to the arcade version, especially in the animations.

     

     

    post-29074-0-41273200-1538535747_thumb.png

    • Like 1

  8. Hi Kevin!

    About space, while I would be sorry to ask you to do other work, I think it would be nice if, one day, you had the chance (and the interest) to make your sprites a little taller.

    In any case, congratulations for the tenacity, the work done so far is really superb. And thanks again for sharing! :)

    • Like 1

  9. I actually do need a sprite expert as my sprite art skills outside basic boxy cars and stick men is not the greatest. That Drill Man edit looks close to later NES sprites which I was not expecting the 7800 to pull off, ...

     

     

    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.

     

    To save CPU / GPU time, an interesting compromise is to have background in 160A and sprites in 160B (as in Bentley Bear Crystal Quest).

     

     

    post-29074-0-83320500-1538367210.png

     

    post-29074-0-63762900-1538367225.png

     

    post-29074-0-03342000-1538367244.png

    • Like 4

  10. I made this thread so I can ask if anyone who has experience coding for the 7800, could help me in creating a Mega Man sprite. Backgrounds are one thing, but when it comes to sprites I kind of goof up. If anyone can help out I'd really appreciate it.

     

     

    Damn, I do not have free time to help you. :( Anyway, here is an example ...

     

     

    post-29074-0-10007500-1538009708.png

    • Like 3

  11.  

    And I wonder how Judge Dredd is appearing on here. Did AtGames actually seek it out for some reason, or some coincidence made securing the rights a trivial matter?

     

    The SNES version was a decent game. I haven't seriously played it since the late 1990's, but I enjoyed it and remember finishing it. But I can't imagine many people will think to themselves that they just have to buy a Sega Genesis Flashback when they see it on the game list.

     

     

    Nice. I like the Megadrive version in high resolution (320 x 224p).

     

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