Jump to content

José Pereira

Members
  • Posts

    4,668
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by José Pereira

  1. 13 hours ago, Atari8man2004 said:

    Demonic

    Colors: Grayscale 9

    Plus source

     

     

    Atari8man_Demonic.png

    Only 8 they are (black, grays and white) so wtf where's the 9th that must be a colour/other... like some pages ago on another 'mono' but this one was much more difficult.

    It's just a single green pixel:

    Atari8man_Demonic.png.a450080be91675cca3b509ad1639a56f.png.a884d3bd57ebae05c995cc41e7dc9e50.png

    😀

    • Like 1
    • Haha 2
  2. 12 minutes ago, donjn said:

    So the four button are under these spots? Makes no sense.

    5.jpg

    To move as if a 'keypress' and not moving the stick... two pressed at the same time be diagonal?

  3. 29 minutes ago, zzip said:

    Interestingly,  Ninja from Mastertronic found a way to put both the Atari and C64 versions on side A

    There's a topic here where this was explained by someone on "How it could be?" but don't remember... a year or two ago...

    It was a complete surprise to me and now I can't remember the explanation of how it could be done.

    Anyone here remembers or know the explanation (think it reads some/different tracks then jumps A8 or C64...)?

     

     

  4. 17 hours ago, drunkeneye said:

    I would like to port a game from C64 to A8, however, there are C64 graphics,

    i.e. 160x200 with 16 colors. What is the best way to convert them to A8?

    I am new to A8, so from my understanding there is no corresponding mode.

    Using display lists, i could choose 16 colors freely, but would be confined

    to 4 (or 5) colors in each scan line. using PGM i could get possibly a few

    colors more. Is there an easy way to get them converted as close as possible

    to the original bitmaps?

     

    Post here the gfxs or message me if you want...

    On C64 multicolour there's two modes: 

    -> Bitmap: all in 2:1 ratio and 16colours on-screen that can be 3 own colours per char and 1 the same on all chars (the more difficult to get on A8. An example is game(s) Last Ninja series);

    -> Charmode: 1 own colour per char and 3 the same on all chars but can also have 1:1 ratio/hi-res chars mixed on screen with 1 own colour and the other be 1 of those 3 on all chars (the best and simple to get on A8 though A8 charsets have only 128chars each while C64 has 256chars) though C64 own per char colour in 2:1 ratio can be only colours 0->7 of the C64 palette. On A8 this own per char colour are limited to 2 colours possible (PF2 and PF3) while C64 can have those 0->7 so 8colours unique per char;

     

     

  5. 1 hour ago, jonesypeter said:

    Thanks José,

     

    So PMGs can be used in the Character modes?

     

    Sorry, what's PF?

     

    Thanks

    PMGs can be used in any mode just changing its using in some modes/priorities.

    PFs are the pixels gfxs so in the char modes 2:1 and 2:2 ratio:

    BAK: border and paper (a ZX basic one 😉😄) colour can be on all chars;

    PF0 and PF1: the other two common on all chars;

    PF2 or PF3: the 4th colour on a char (can only be one or the other on a char);

    (it works similar to C64 but this one has 8 unique per char instead of only two on A8)

     

    Ps.- down the screen can be used DLIs, that is changing colours on different scanlines like sky blue to a wall gray and a this to a dark one near the floor,...

    • Thanks 1
  6. 39 minutes ago, jonesypeter said:

    Could anyone tell me what graphics modes Bruce Lee is designed in?

     

    I'm quite new to the Atari range and have used this table so see the graphics modes.

     

    Looking at the Bruce Lee screen there seems to be the blue sky, white, two shades of grey, and the plum colour (five colours).  I appreciate the PMGs can be different colours (which I assume is Bruce and his adversaries), but looking that the above table the maximum number of colours in BASIC modes 3 - 8 is 4.

     

    I'm looking only at using BASIC at the moment.  I know a bit of Z80 Assembly language, but have not ventured into 6502 yet.

     

    Thanks

     

    Peter

     

     

    Is in basic charmode GR.13 or Antic mode 5 that is in 2:2 ratio so are the 5colours:

    -> BAK, PF0 and PF1 common on all chars;

    -> PF2 or PF3 unique per char / 4th colour (the two cannot be on the same char);

     

    Bruce uses two Players and Yamo the other two while Ninja uses the 5th Player (the 4Missiles 8pixels wide combined so PF3 is always black on the chars gfxs).
    👍

    • Like 2
    • Thanks 1
  7. 8 minutes ago, slx said:

    My biggest concern would be a bankruptcy or a turn in corporate policy that results in a shutdown of the forum and loss of the accumulated Atari wisdom stored here. I'll take the well-made "Atari 50" as a good omen that the latter is not so likely to happen in the near future and for the former, I do hope for some backup to end up at archive.org.

    Exactly that's what I rightly thoughted when reading the 'news'...

  8. I always liked this colourfull looking (that remembered right now because of @rcamp48 post about "The Atari World of games" videos):

    Will it be simple and worth to have on the 8bits?

    Maybe 'one the ones' that lately did somem 'direct' ports of VCS / 2600 -> A8 could be interested...

    The tank seems to be always at the middle / static so PFs (vertical scrolling) for sides grays and PMGs expandes horizontally for the greens more the cannon still PF but here no scrolling.

    And shots be what? Seems that can be two tanks (at least) maximum at each time on the same line...

    Have all PMGs I don't think is possible...

     

    P.s.- I seem to remember that on the past or somewhere on the internet age I saw not so good reviews / comments about it...

  9. 23 minutes ago, Rybags said:

    Nintendo had something similar for Gameboy Roms - for a game to work it had to have the Nintendo logo within the Rom.
    For a producer to do that, they needed permission so it became a way for them to enforce their licencing fees.

    That thing of Nintendo (others also?) consoles have a 'mandatory' is strange to get it.

    More games and good ones should get them to have more machines sold.

    Imagine us A8 people back then without games to play and that we wouldn't even care if a game was or not approved by Atari (or imagine Atari on A8 did a similar thing ).
    Have to dig out on YouTube, though, if Atari ever did something similar on their consoles...

  10. Think is (and said by some times ago) that has he parts that others don't have and will never appear again so limiting number per each buyer is a way to have to others.

    Things will never be atari producing again so when he sells all no-one will ever get new ones at reasonable prices.

    • Like 1
  11. 8 minutes ago, Beeblebrox said:

    Works fine on my install of Altirra, PAL. By default I leave my settings at 1088. I'll try and run it with 320k and see what happens.

     

    I'll check the settings and which bios is installed when I get home later.

    That's it. Only works in 1088KBs.

    thanks.

     

    • Like 1
  12. On 7/15/2023 at 5:20 PM, miker said:

    It always 'crashes' for me using Altirra. Tried PAL and it then window opens to change to NTSC, start in 64KBs then it says to change to 320KBs (only option there), start also in 128KBs,...

    It always shows many white large squares/lines going up and flicker on the screen. Thought it was some 'starnge kind of' decompressing so I waited some time but no way.

    :?

×
×
  • Create New...