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Posts posted by Defender_2600
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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.
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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.
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Great artwork, R_Leo_1! You're welcome!

And I'm another crazy person who uses MS Paint.

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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
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Guys, this is so incredible...

Just a note, the bumping 'up' of the table seems too generous :-
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Which game are you thinking?

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Based on your feedback I closely looked at the collision map and I made it more generous regarding the flippers...
IMHO, it seems too generous now...
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Well there is this (emulation dumper = poor compatibility with carts)
And this (cone chip with upscaler = blurry graphics)
https://www.gamerztek.com/product-p/mghd_1.htm
Both are better than the Atgames garbage, but pale in comparison to devices like AVS and Super NT.
...and this:
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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.
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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!

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Defender_2600's mockups = sprite pron (some love from a fellow sprite artist
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Thanks, NostAlgae37!
And, I'm sure that Fragmare can do an excellent job for this project.The 7800 community is small and pixel artists are really welcome.

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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).
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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 ...-
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I am truly sorry for your loss, Perry. My most sincere condolences to you and your family.
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There is no mention of a CRT option in the user guide so I doubt it.
So, no composite video output and no CRT filter option. Sad.
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For example, some firmware upgrades are already available for THEC64 Mini (new features and/or correct any technical issues).
https://thec64.com/upgrade/
https://thec64.com/upgrade-archive/ -
That handheld has been delayed for months.
Yes, I'm seeing it now.
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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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Hopefully the 85 games don't include those d-bag Bonus games, and instead include regular Genesis or Master System titles.
The new Sega Megadrive Flashback HD, 2018-2019 edition, will include 14 Bonus games. The previous 2017 edition included 19 Bonus games.
https://fccid.io/2AMTQ3680SEGA18/Users-Manual/User-manual-3952641
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What's up with Froggie?
in Atari 7800
Posted
This is a good option, especially for international orders. Thanks Al, now I have to do the shopping list...