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TIX

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Posts posted by TIX


  1. Hey guys,

     

    I'm between project right now, so I decided to try hacking a colecovision game !

    I will turn good ol' Winky into a robot trying to clean an infestation on the mother-ship 'Venture'

    I have given him individual frames for each direction, and since we don't have animation frames for walking, I gave him a wheel :P

    It seems I can use yellow from the arrow to brighten him up a little, will see.

    Also I tried to keep him centered, because Winky's movement was erratic especially in tight spaces !

    Later I will change all monsters into various aliens, and maybe change the names of the rooms..

     

    new robot comparison with Winky, check him out (he doesn't have a name yet)

    post-65-0-80889500-1555228023.gif

    post-65-0-56859900-1555228031.gif

    • Like 6

  2. OLD CS1, question flew WAY above my head I'll admit, but hope you get an answer to it soon.

     

    Here's another one that probably won't get answered for a while since this thread is actually quite old, I suspect people have moved on from Hack-O-Matic (which I found it amazingly versatile) and all but....

     

    Is there a program like Hack-O-Matic for the Commodore 64? One where you can peek into a binary, determine character sprites and so forth?

     

    I'm searching too for a similar program that can handle c64 games, it seems Hack-O-Matic have a size limit (I'm getting a file too large message in most games I tried)

    On the other hand c64 games seems to have sprites heavily compressed (for the most part) so there is not much I can edit anyway :(

     

    I recently found about infiltrator disassembler https://www.c64brain.com/tools/infiltrator-disassembler/

    a great tool that can extract and display all information from a game, including sprites.. unfortunately at the moment I can't comprehend if and how to edit them :?

    I'm sure someone more experienced can find a use for it !


  3. Help needed..

     

    I further enhanced the bonus items icons (and made them 1 pixel taller),

    I know the colors are not color correct, the green color changes every level..

    So does anyone know the exact color rotation of the levels ? it will help me color them much better ;)

    Also they are 10 levels right ? so why we have 12 bonus items ?

     

    Thanks

    post-65-0-38612600-1552427380_thumb.jpg

    post-65-0-02480700-1552427386_thumb.jpg


  4. Hey guys,

     

    This is a milestone for this hack !! I don't want to see another bitmap rock for a year..

    I never expected that the blasted rock would give me so much trouble, if I new from the start I would certainly live it alone..

    Never the less, all the rock frames/masks/sequences are complete. :-D and I'm happy with it all !!

     

    done:

    • Taizo complete
    • normal Pookas complete
    • phantom Pookas complete
    • letter Pooka complete
    • Fygars complete
    • Rocks complete
    • Rubies complete

     

    to do:

    • implement the rest of the fruits (10 static frames)
    • pooka transformation animation (6 frames, 2 in every direction)
    • investigate the intermission screens (long shot)

    Enjoy

     

     

    Mr. Do! - (taizo wip16 rocks-rocking masks).xex

    post-65-0-53531300-1552346167_thumb.jpg

    • Like 9

  5. I'm probably wrong, and should go read a book about Atari graphics modes.. :P

     

    but I believe the apples share colors (playfield colors) with the cherries and the Pukas..

    so I wonder can we have brown or gray rocks without ruining the red on the cherries and especially the Pukas ?

    If that's not possible, we will end up with weird colored rocks :woozy:


  6. Thanks guys

     

    the next wip will have the ghost Pookas and the lives indicator icon :-D,

    it will probably be the last (unless I find a way to edit the cut scenes)

    In the final version I'm going with blue Taizo and blue Fygars..

    • Like 1
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