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Muddyfunster

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Posts posted by Muddyfunster


  1. 19 hours ago, Lavalamp said:

    Also discovered if you reduce images to 4 index colours in GIMP you can than use Paint.NET (I prefer its interface) and save with its new support for 2-bit colour PNG.

    Going to check that, thanks!

     

    Morf is looking really good!


  2. 34 minutes ago, Mord said:

    If that's how it looks, then no. It doesn't properly display 320B sprites.

     

    Looks like it's displaying similar to prosystem.  In that I mean it doesn't follow the rules for the C1 palette entries and gives way too much time for plotting DLs.

     

    What version of bupsystem were you using - I'm using 0.9.6.3 and it doesn't show the timer or wave sections at all. You should also see missing bits here and there in the letters, not many but some.

    I was using 9.6.1 so that probably explains it. I'll update my Bupsystem.

     

     

     


  3. 2 hours ago, Mord said:

    I suppose one way to describe it is that a 320 mode is basically a 160 mode as far as placing sprites are concerned, but each sprite has the fat pixels broken up into two halves with regards to their color. (ie: "pixel pair") 

     

    In 320B in particular both halves of the pair have conditions for being displayed.  Specifically in order for the C1 palette entry to display, it must be paired with a C2 or C3 for the other half of the pair. If you try to have a pair C1's or a C1 + BG, both halves end up being the background color. C2 and C3 can be displayed freely.

     

    Also, if you're playing with 320B, make sure you aren't testing in ProSystem. It doesn't understand the palette condition above and will display C1 freely like C2 and C3. Real hardware, A7800, and BupSystem (fairly certain about Bup but haven't tested personally) will display with the rule above.

     

     

     

    Does JS7800 interpret 320B correctly ? (I know a few folks use that a lot).


  4. I gave this a try on my A8 (U1MB + VBXE + PokeyMax Quad+SID)

     

    This is what I get when I try to run the disk. I expect I'm doing something wrong or I've not done something I should but I'm at a bit of a loss.

     

    Any suggestions would be appreciated.

     

    916418077_image0(4).thumb.jpeg.25dd84a595b71429f4715bba1c5e3e56.jpeg


  5. The final hit co-ordinate data for the Typhoon is done. If I'd know how bloody tedious this was going to be, pre-calculating the hit data offsets before hand into tables, I'd probably have not bothered :D

     

    Anyway that's all the new hit code in and working for all three aircraft with 46 bytes to spare.

     

    So I think that's Release Candidate ready.

     

    image.thumb.png.d1048d341b2f9760f8f4cfe7b9692fc3.png

     

    • Like 7

  6. 10 minutes ago, electronicsibley said:

    Awesome! Should Millie & Mollie and Dragons Cache move to completed as well? May also be worth updating reference to Popeye as a full game given the good news on that thread. 
     

    Lots of action!

    The first post has the updated lists. Millie & Mollie is already noted as completed. 

     

    I think Dragon's Cache is still being tweaked and tested.


  7. @sramirez2008 great point about the bullets in night mode. I'll look at that when I do the UI night mode colours.

     

    Boost speed and bullet speed I'll look into. The Boost speed is actually nearly dead on the original, but I wasn't sure whether to tweak and I'm glad you mentioned it. I'll add them both to the tweak list.

     

    Thanks for taking the time to test and provide feedback - always appreciated. 🕹️👍

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