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  1. I am also not able to see it in the atari800 emulator in Linux. I only see the last line of counters. Or maybe I haven't found the right combination of display options. They are enough.
  2. Then ... the 160x114 screen results in 1/4 or 1/5 of the original screen. It is impractical at the beginning of certain combats (the enemies patrol from one place to another, and when they discover the hero they change their behavior), or when entering a screen, see how a door opens at the other end of the screen. Thank you very much for these tests. They are giving me many ideas.
  3. There are some images of the development for CPC, but it is not finished yet. It is seen that they are 320x200, 4 colors. https://www.retromaniac.es/2020/01/the-sword-of-ianna-lucira-tambien.html
  4. It is precisely what I want to avoid. It makes no sense to do exactly the same. What I want is to take advantage of the hardware of the A8, still being the same game, but having "something different" and typical of the A8. And if I can't have the colors of the MSX2, at least try to scroll it, or a continuous map. Or improve animated tiles. What?
  5. Thank you for your effort, José, but it is not necessary. This thread is more to know which graphic mode was better for this type of games. The whole process of transforming the graphics is already done through scripts. All the information is extracted from the .tmx and .png and transformed into monochrome graphics with color attributes for the PM. And reduction of tiles to characters, since there are some super tiles that are made up of repeated (or inverted or rotated) characters. The idea is to reduce the number of characters on the screen to a minimum. Or at least, every two screen lines (the size of a super tile). Anyway, I take the image in PNG as a guide in case the script is not completely perfect and I will notify you. I have to teach some classes next week, so I'll be busy. On the way back I will open a new thread where I will tell the progress and the difficulties that I will find (WIP). Thanks, @José Pereira
  6. Another option that I had thought about and which has also been discussed before: the 256 pixels of the ZX are close (64 pixels) to the 192 pixels that would have a wide format. I would need to program a floating window over the 256 real pixels with the horizontal scroll. But, vertically, the pixels would be twice as wide as they were tall, right?
  7. I appreciate your work, Tix I have not seen all the graphics, but the standard size is 24x32 pixels (ZX version).
  8. You can hide/show individual layers (click over eye) and left the "Fondo" layer visible: What graphic mode would be?
  9. You can git clone the entire repository: git clone [email protected]:fjpena/sword-of-ianna-zx.git Also, download the zip: https://github.com/fjpena/sword-of-ianna-zx/archive/master.zip For individual files, press the raw button and save from web navigator Archive menu.
  10. Maps & png: https://github.com/fjpena/sword-of-ianna-zx/tree/master/python_src/maps
  11. Wow! I just discovered that the Arkos Tracker already exports for 6502 with a player for Apple II and Oric (for the same reason: they all have the AY chip). I will see it, because then the issue is how to adapt the records of the AY to the POKEY. With the code ay_emul I guess it will help me.
  12. hehe... Examples with the hero, for ZX version: and for MSX2 version: The position of all the graphics is always a multiple of character, so there is the (remote) possibility of being able to do it in some text mode (well, the characters used in the tiles are 1024 per map, so it may not be possible).
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