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José Pereira

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Everything posted by José Pereira

  1. Potato medal is great!... but future improvements will add some salt...
  2. Some update for today... All PFs / DLIs the same as before but now the top scores is showing. It's better having it, like I said in a own charset but to also to save Memory it can be in GR.1 mode because 64chars are more than enough though it is redone to 7scanlines high instead of the original 6. On the game-playing area the windows on the roof are now redone and I think that's the best we can have. Now will go to other objects and then the guys sprites... Here's the current looking:
  3. A first possible looking that is Antic4 (seems to fit in: 1charset for text at the top in hi-res, on that pink place the hi-res white over black and playing area 2:1 ratio the other): This is: BAK: Black; PF0: Light colour; PF1: Blue; PF2: Pink; PF3: Green / DLI / Blue; So this way there isn't PF2&PF3 clashes; All guys are software sprites and PMGs are on Mappy. Of course that this was just a 'quicky' so gfxs must be improved... Get it?
  4. When is the meeting, next weekend or on the other (last of the month)?
  5. Just for fun, nothing special and NO! there isn't a port going on . Never talked with Mariuszw about this one but having a direct port of the ZX version is only static PMGs over the panel: Also for fun maybe I'll also convert with G2F and doesn't, at a first look, of a great difficulty to have the 2:1 ratio of the C64 Loading screen: And again from the ZX version it would be also simple the PMGs overlay(s) on the letters at the top on the track(s): And the same for the "Transmition type" screen:
  6. Hi. For what it seems the buggy is using 2Players expanded double width where: -> Black starts 1pixel to the left; -> Lilac starts 1pixels to the right; So even if there will not be Missiles of these two in use like in original game we can still have Oring in Multicolour PMGs mode and this can be in the glass but also on the gaps inside the wheel/gear that is more like though it can't never be like the arcade version. Like this my proposal using one of the current/last remake we can then have the 2Players at the same xPos but: -> Instead of Black (00) use a darker gray (04); -> I choose a Lilac (68); -> Then Oring/Multicolour will be a lighter (6C); (Of course that having this method other design(s) of the buggy are possible but now will always have the 3rd colour, at least for the window glass) What do you say?
  7. He did on A8 just that small seconds little piece of sound/music when it shows the Gauntlet game picture. From fandal: http://a8.fandal.cz/search.php?search=daglish&butt_details_x=x but of course in this list you can't consider the actuality port of Jack the Nipper.
  8. If like my 2nd post then is soft sprite only preshifting or not is up to coders. If is like 1st post is still the same but pink skin must be PMGs PM0&PM1.
  9. If like my 2nd post then is soft sprite only preshifting or not is up to coders. If is like 1st post is still the same but pink skin must be PMGs PM0&PM1.
  10. Other possible situation is still having shit as PF2 [DLI] floor and PF3 top ass(es) and our guy skin and basket as pink (also at panel on the right dark blue will now be pink) and this way maybe the solution to not have PF2&PF3 clashes all shit and guy will move in charsteps. Still same pre-shifting but now would be simplier because all moving stuff are soft sprites only and all 4PMGs are free to have similar as possible more Prior4 underlays than is now to colourings of all those gfxs wall, sky,... stuff.
  11. What is possible and some colours reduce seems to be: -> Using Antic4 charmode with multiple charsets; -> PFs: BAK: Light Gray; PF0: Black; PF1: White; PF2: The shit (here's at this screen/level is Dark Pale Green and on others is other(s) , ours something like an (E6) or (E4)) then [DLI] change to floor colour (ours can be other than this light green)); PF3: The Panel Dark Blue then [DLI] change to Dark Gray at the bottom; This way shit_PF2 doesn't conflict/colour clash with PF3_on The Panel only. -> To not have any conflicts again, the best is to use Prior4 (all PMGs under PFs) so we'll have our guy P0/P1underlay(s) and also the two asses (ours can be other than the Pink colour) while P2/P3 and M2/M3 are for the paintings and window sky [DLI] bottom Greens Plants,...; -> So you can still use the 'all kind of shit', bullets,... and YES, preshifting soft sprites and all them will be always over the PM2/PM3 underlays colourings ; Here's a quick mockup I did in 15mins using P.C. Paint program: And here you see the C64 version has indded some more colours (mainly noticed are on the in-game screen part it has the gray and dark gray that on A8 were in most of the places needed to be replaced by PF0_black): P.s.- And some re-organizing in yPos scanlines of some gfxs like the Paintings and can [DLIs] have more/other PM2/PM3 underlays colours...
  12. Because C64 is using the Multicolour 2:1 ratio display and multiplexing hardware sprites in some/many of the levels. Because I think you know what it is I will not bother you but can explain others who want to know ... even using some kind of combinations of A8 PMGs Priors (like nº0 Orings) and soft sprites, on this one I can't never get it anywhere similar colourings like is in the C64 version. P.s.- And your Mode E/GR.7 double scanline also doesn't seem to help here in anyway !...
  13. Saw the two but doesn't seem possible a totally same as C64 that has much more things than ZX that seems to be all levels the same.
  14. Hi. It's me again... I didn't know about this 2nd Jet Boot Jack that it seems only appeared on C64 in 1985 (1st was in 1983): http://www.mobygames.com/game/c64/legend-of-the-knucker-hole-starring-jet-boot-jack/screenshots. Did you remember the reason for not an A8 version? Machine constraints, market, company doesn't want to,...? It could be also nice to see it on A8. Just an idea in case you want and have the will to.
  15. Hi. Very Very Nice. Just saw your games including this serie on MobyGames. There's other Berks that seems 'equal?' as is Baby Berks but with different gfxs. Any plans also to convert it onto A8? P.s.- Or those screenshots are in 'later?' in later levels (When entering "Berks" on 'SEARCH' box it says "Baby Berks" aka "Berks").
  16. Yeah! No news but you can always see all the screens (loading, in-game (animation objects only on 1st screen) and game-over") that Wanax posted some time ago (press the 'fire button' to go the next untill the last one): platman.xex But you can also imagine Pac's movement (by now just a little bit left & right) only on a gif : And also a proposal I did to him after he decided to do a 2nd Platman for C64 that instead of beeing Platman Worlds it would be called Platman Plus on A8 and have 1st level original then would change map and back walls gfxs for each of the others (here with same platform/walls and food tiles as in original level but maybe I'll create others for each of the news levels). Here's the loading screen (saying it'll be in 2019 ): And some levels appearance:
  17. I found it (http://atariage.com/forums/topic/178459-a8-screen-looking-in-vertical/?hl=%2Bxenon&do=findComment&comment=2230438) but as expected it didn't went much further and wasn't because of shoot'em'up on the first post(s) but about Last Ninja though I maybe had done some more examples and ideas if it had been more acceptable from people .
  18. Humm... I had and posted here this same idea back on? Back on around probably 2010... EDITED: Yeah!... I remember to got similar answers about old tv rotating difficulties. I think it was to get shoot'em'ups possibilty with more sprites (PMGs) and this now idea from Charlie Chaplin is very good and didn't bame up back then to have a 2players mode side-by-side possible . I'm trying to search but can't find it because no way to guess what was the title or if it was an own one (something around Xenon or similar maybe it was...
  19. Probably Mariusz and others will ask for your 'bug find' help on future games ...
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