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José Pereira

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Everything posted by José Pereira

  1. Try that Player white be light gray something like colour (0C) instead of usual white (0E) would probably be more metalic and be different than the PF in the gfxs that is real white? And what about if enabling Multicolour mode and get a 3rd colour? I saw at Altirra that P0 is white while P1 is that cyan. Lets say that the light gray (0C) Oring cyan (96) will get (9E) what we could get it look like? Also saw that P2 & P3 nor the MISSILES (these are already set in 5th PLAYER Mode with xPOs but don't seem to be in use then taking PF3 colour that isn't also used because the game seem to be using Bitmap mode 4colours) are used anywhere: Couldn't we also add these somewhere (even over some static gfxs so that the code doesn't need to be altered)?
  2. @Mathy: Those beetles are some of the other cars and trucks that you can see during the game. On my first posted screens with similar gfxs and done as C64 there's the Ferrari and also this will have.
  3. More or less the same but now we have the sides floor so it's: -> BAK: black on all the screen (was PF0); -> PF0: sky and road (DLIs changing across the screen); -> PF1: white (same as before); -> PF2&PF3: sides floor and gfxs (because these change/zoom in (x,y) char boundaries); This way it'll look like this (gfxs taken from Master System with the pillars in gray or in pale green as you wish ) though the cars are the C64s ones that'll change later (our Ferrari will also be later but is still using the PMGs only though I realized that don't using the black/darker contours and I can make it with some DLIs colour changings):
  4. The idea by now is to have the game like C64 is possible using its way . Of course that the gfxs can be improved...
  5. The Master System has too many details and remember is in 1:1 ratio with lots of colours. It's impossible to get it on A8. Only thing I have in mind to do and show, probably, like I said, not today but by tomorrow is to have also the sides ground in different colour(s) but using this same method. On A8 and C64 with 2:1 ratio and 3 0r 4colours per char you'll always have something similar to this. And if you like (it seems you don't then I could still replace the Ferrari with Mario and his kart ...
  6. And forgot to say that (it seems also to be the same on C64) they can have many cars and sides gfxs because they'll zoom and are placed in (x,y) boundaries so are just put them over (00)/replace a coomplete char(s) that is quick, easy and not much cpu/cycles involving (and that is why sometimes on C64 there's some colour clashes between cars and the sides gfxs but is acceptable because it runs very fast and is almost unnoticeable):
  7. And from the votings I now think that the best is start without the sides ground in different colour but believe me that the post above already have things so that next I'll post with them ... I don't know if it'll be today .
  8. O.K., so after a weekend put things all together... -> Starting with the original Out Run version on the C64 and why is it without the sides? The answer is that they are using all the cars less ours as software sprites and at the top the mountains and clouds as hardware sprites gets it simple that gfxs go over without maskings in software. So what they have is their colourmap colours in the road white/black lines while the stripes 2colours and black on the and cars are their 3 per char in all screen colours (a IRQ change on eof the stripes colour on the sky). Like I said, all the enemy cars are software sprites so they (and the gfxs at the sides just zoom in char boundaries) and each main colour of them (like green, purple, cyan, white,...) are the colourmap 1 own colour per type of gfxs/char(s). The turns of the road are also 'their usual way' in charmode/char boundaries. -> And what could we do on A8 to have it similar as C64? Going the same way in charmode (ours Gr.12/Antic4) but we can have like this: 3 in all chars colours: BAK: sky and DLIs for the road stripes; PF0: black; PF1: white; 1 own colour per gfxs/char(s): PF2: change according to the sides gfxs; PF3: yellow (in all the game because I need it to be used in 5th Player mode on the car); At the top and bottom staus areas is 1charset and lets see if 1 also for sky and road (or 1per each of these 2) because is always 1type of gfxs on the sides each time (palm disappear then next is, for example, a house or a rock...). At the top we'll use Prior4 to have the balloons letters in different colours and also mountains and clouds, though these last ones I'm not showing here by now (like the C64 is using hardware sprites on these) and our car at the bottom is also PMGs (same as in C64) but in Prior1 because it always goes in front of the othe other cars or at the sides of them (this way we only move PGs left and right ) and no aditional unusefull code in software ): Our car doesn't need to be all that wide as in the C64 that is much more wider than the other cars . Indeed and if you see The Sega's Master System console version you get that the cars are the width of ours about 2 or 3Players wideand that is why they have it like arcade with sometimes the road with the possibility of having 3 or 5road ways and C64 doesn't (and in only 256pixels (indeed because of the way they deal with the Horizontal Hardware Scrolling 248pixels): Regarding our car I could get all the Master System's frames and I see it possible to have it like this using the PMGs in Priority1 for our car: - P0+P1+P2 is the dark colour (mainly on the contours): I prefered it as colour (E2) so it's be different/distinnguish from the the other cars; - P3 in quadruple width is covered by the previous ones that have higher priority; - The 4Missiles are in double width and 5th Player Mode then taking the PF3 colour that is yellow; Then the other cars can be each: - PF0&PF1: black and white; - PF2orPF3: any colour (main colour of the sides gfxs) and other(s) yellow; Here's some examples that resumes all this: P.s.- I'm using here 40Bytes wide Mode and 32Bytes would look bad but if 48Bytes can be if we have cpu/cycles available is certainly the best choice. And what C64 would never get it possible ). EDITED: And when pressing the brakes is of course also possible with, maybe similar to C64, having the PMGs different coloured and double width down the bottom part of our car:
  9. What's your opinion about this? I was thinking and really can't decide...
  10. It seems that those "Commydores" , even the one I saw and post here doesn't seem to be on those demos files so I had to try myself using that .jpg and turn it into black, yellow and other colour using Atari Graphics studio .mic format than import it into G2F. It's using Gr.15 Bitmap mode 4colours with no DLIs so that it can be seen while the loading process (only added the PMGs to get that blue for "LOADING"): It can later be better defined, or maybe not ... I got the guys and Misfit mail adresses so I'm thinking in first see if any coders here maybe interested in seeing the code and turn it to charmode Antic4 and those PMGs overlays for the guys. If this have sucess I'll then contact them to see how... I'm thinking in proposing them an A8 enhanced version with this and maybe more screens/levels, a constrution kit like in Boulder Dash,...? and have a release on disk by them. This way they can sell the tapes by now and in future A8 people can have the game better and with more stuff (maybe they'll also be interested in doing this for other versions as well?).
  11. O.K. and as usual I got things !... Using exactly the original (I'm extracting chars but it seems they're all fit in a single hi-res and other single on mid-res charset(s)) gfxs it can be turned into charmode Antic4. Only thing is that coder used white as PF0 and it need to be PF2 but that is a simple data exchange . At the Title screen there's 5ghosts but it seems from video that maximum per screen are 4 (and is on Saberman's video only on A8 version while all the others and in all videos only seem to be 3) so we can have each ghost 1Player and our guy overlay with 2Missiles in 5th Player Mode PF3 yellow colour. Always is in use on all the two versions Prior1 so the only need is to add the PMGs data and overlay them into the correspondant gfxs . Here's the hi-res version (PF1 is light and PF2 is dark where PF3 Missiles are used for the 5th Player enabled on the the text, gfxs at the bottom and our guy): -> Title screen: -> In-Game screens (3colour screens like in original): And now the mid-res version following same idea but no need to overlay the sides and bottom with Missiles (PF0&PF1 are dark colour&brown while PF2&PF3 are white&yellow): -> Title screen: -> In-Game screens (3colour screens like in original): What I have in mind and is entering in contact with the guy and show him this. It, for sure, already has all the taped saved and packadges done so if I'll propose him that for each one that buy the tape he could send the digital file (or one day when all tapes will be sold and no more done). Ifg he don't want to do this I'll also propose him that I'll get with his permission one here to add this. What do wou say? P.s.- In some versions there's a simple picture loading screen that I also intend to do for this/these version(s) with some more colours. Here's the VIC-20 looking:
  12. Hi. I think is the first post from me here on the 5200 AA Forum and just to give you all a new. It's available in tape for many 8bits on an original 3tapes with all of them but at the website there's a .zip with demo(s) for all the versions and there's a 5200 .rom inside: Rodman_Demo.zip Just the 5200 .rom demo version: demo_rodman_atari_5200.rom You can follow the 8bit talkings here: http://atariage.com/forums/topic/284505-new-game-coming-on-the-quietrodman/?p=4188919 Or order the cassetes and others versions on The Future Was 8bit webpage at: http://www.thefuturewas8bit.com/shop/games/rodman-special.html At least you ~guys can play something of it ...
  13. Guys did you noticed that on the FTW8bit there's a .zip of demo(s) with all versions and the unexpected surprise is that a 5200 version .rom is also inside? Rodman_Demo.zip I'll post this also on the 5200 Forum...
  14. Too late now.If he just went here in quiet and just watching maybe he could done better, even without contacting anyone. Not only the hi-res could got some more colours but also the 2:1. Does he tried or study A8's PMGs, charmode 5th colour,... It remembers that like on the past a quick port from others just using 6502 code. Maybe he'll come here one day and want to make A8 version better, probably only possible when all tapes will be sell and he decide to release the files for free...
  15. You should, maybe, said: "Never released untill the 21st century and are now available".
  16. Yes, it is. It isn't really yellow that is colour E but a brown orange colour 1 in luminance A. Just look to the Altirra PrintScreen at the top in Playfield registers the rightest one is PF3 register: That is like I said so there's 4 moving stuff possible per line... EDIT: Hey, and on PRIOR you can see Player 5 is ON.
  17. Humm... Never played nor the game but probably I know what it is. See at the Playing Area if PF3 colour isn't that yellow. This is saying that those are Missiles 2pixels x2 (double width) in 5th Player Mode. It's like you said: Each moving stuff is single coloured so each is 1Player then each use 1Missile to give the 2nd colour, the yellow.
  18. Yes but sometimes No. For example on the past I was jealous for my ZX Spectrum friends had the Pokes to enable infinite lives and all those magazines with game maps, tricks and solutions. I wanted to see all the game screens/levels but probably today there's all on web and we may not need to see videos? Perhaps sometimes the videos can help us to pass certain parts of the game
  19. That is why I never post videos of me playing, or I simply don't play!...
  20. Not even on purpose, I get a notification right now in my email. Didn't know of this game from Byte-Back back then: https://www.mobygames.com/game/jungle-boy
  21. The hack I think, almost sure, was by Rybags though don't remember if only him or with other(s)...
  22. In the first frame (on the left) I think better that the 1st (top) line you shoul keep the 2pixels over the head. If was me I'll kept on that frame exactly like the original just adding the teeth.
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