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Defender_2600

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Posts posted by Defender_2600


  1. I really like the "new", thanks for asking. :)

     

    I made ​​some minor tweaks to the punches because my challenge is to have no different Kong's graphics when he is in the cage or out of the cage (as in the arcade version).
    This approach allows more coherence and great flexibility with the sprites if Perry will have the possibility to add the Mario's color palette for the cage (cage sprite overlapped to Kong sprite) and/or add more animation frames.

    Anyway, all of this will be clearer when I shared the complete set of Kong sprites.

    Thanks.

     

     

     

     

     

     

    WJ4Db5.png

     

     

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  2.  

    Not sure how that translates to programming though, and how much (additional) overhead (cycles eating) would be added to a game having a second set of sprites overlap with the first to achieve the 'unified' character.

     

    ...or background in 160A and sprites in 160B (as in Bentley Bear Crystal Quest). :ponder:

     

    Just to add that watching the 7800 rom it seems there is the space to make the sprites higher, code changes are needed however.

    I inserted the new sprite for test, there are issues but it is just to have an idea (works with MESS).

     

     

     

     

     

    53qtvy.png

    Double Dragon_sprite test_.a78

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  3.  

    Understanding the 7800 sprite mode capabilities, but making a concession/trade-off of only utilizing 3 or 4 colors total, if feeling up to it, I'm curious how your original large character/160B mode creation would appear.

    :ponder:

     

    I'm glad you like the sprites, Robert. :)

     

    Here is an alternative in 160A mode 6 colors.

     

     

     

     

     

     

    m9VYJR.png

    xr04tN.png

     

     

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  4.  

     

    Your "7800" comparison above, but with four colors, providing (golden) blond hair, seems like a very likely candidate (Although red hair was the NES/SMS choice for some reason). May need to change the flesh tones to make it appear better with the (different color) hair - not sure.

    :ponder:

     

    :)

     

    ff79R8.png

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  5.  

     

    I'd really like to see a 3-color version. It would be very difficult to make it look good, but I'm curious what you could come up with. I've given it thought in the past, but even the NES version has 4 colors.

     

    NES to 7800 160 mode 3 colors. Just an example. ;)

     

    (*The NTSC NES pixel aspect ratio is 1.15)

     

     

     

     

     

    83el5N.png

     

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  6. Well if 320 mode is used, this could potentially cause problems if the sprites have to be opaque like the 320 Pacmans. if the ship and enemies all had black boxes around them, IMO it would completely ruin the vectorized look of the game display.

     

    Asteroids Deluxe, AstroBlaster, CrazyBrix, Frenzy/Berzerk, Froggie, Moon Cresta, One on One Basketball, Rip-Off, Scramble, Space Invaders: these 7800 games are all made in 320 mode and all of them have transparency.

     

    About Pac-Man 320 / Ms. Pac-Man 320 (I love them :)), all in all I think the little black box around the sprites is really a minor imperfection (not easily visible, especially on traditional CRT TV).

    • Like 1

  7. Awesome work (As always), Marco. Probably the thing that drives me more nuts than just using TIA sound in a game like Double Dragon (Kung-Fu Master too) is the lousy (small) player sprites that were utilized. Your 160B graphics mode mock-up is fantastic. Even having something along the lines of the Amiga would have been nice, or at least they could have been 'on par' with the SMS and NES sprites - which MARIA is more than capable of handling.

     

    It's ports like those games that unfortunately place the 7800 in the 'slightly better than the 2600' light in the minds of some people. From back in the day, games such as Ninja Golf and the Pit Fighter prototype show how larger (than the ones found in the aforementioned games) player sprites could have been utilized. Heck, even BasketBrawl has better looking player sprites.

     

    Regardless, thanks again for the mock-up demonstrating what is possible. Perhaps someday Double Dragon may see an update - even if it's "just" graphically.

     

    I'm glad that you like. Thank you. :)

     

    It is interesting to note that Double Dragon II for Amstrad CPC has larger player sprites with pixels wide and 10 colors. ;)

     

     

     

     

     

    UVBG0H.png

    fIyGUe.png

    • Like 1

  8.  

    Actually, the SMS has a 64 color palette compared to the 7800's 256 color palette; indeed though, the SMS puts more colors on screen at one time than either the NES or 7800. :)

     

    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).

     

     

    "...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/forums/topic/121299-nes-vs-7800/?p=2174853

     

    http://atariage.com/forums/topic/221754-differences-between-atari-2600-and-atari-7800-sprite-colors/?p=2925976

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  9. Each system has its strengths. For example, it is surprising that the Atari 8-bit computers (Introduced in 1979!) have a 256 color palette (as Atari 7800) while the Master System has only a 64 color palette.

    In any case, programmers and artists always make the difference. :)

     

     

     

     

     

     

     

     

     

     

     

     

     

     

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