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José Pereira

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Posts posted by José Pereira


  1. @Carlsson you're right about the font. Yes, it must be the A8 font because it is simulating a real situation on the machine(s).

    Why I didn't thought in it. What stupid I was.

    Just posted a message to TMR to ask him if he can change the C64 font to A8 in his code instead of me by hand.

    Thank you very much for your clever remembering.

    :thumbsup:


  2. TMR is using a proportional version of the C64 font. Shouldn't you be using a proportional version of the Atari font?

    02

    Also the dates in the left hand column may need updating, since I don't think August 1982 and April 1994 are that relevant dates in Atari history. Perhaps December 1979 and ... uh, not sure when the last nail to the Atari 8-bit coffin was delivered, must've been at least past the 130XE.

    Thanks for your helpfull comment.

    Regarding the font you're right but because that is a static screen and the only resource I had and still have is the C64 screen TMR posted then I had to use it. But I still don't see the need to change it to a the A8 font, first because I don't think it's worth all the work it would be needed and second because the C64 font is characters 7scanlines while the A8 is only 6. I always liked more and thought that we should had it 7scanlines because of having less/only 1scanline gap between the charlines so this also aplies here.

    About the dates I'll ask TMR if they have anything to do with C64 and if they have of course that I can change them to any that are A8 related. If you guys wanna any date that are A8 important than post and justify why...

    Thanks.

    :thumbsup:


  3. Now here's the correct one Wanna Clone A8 screen looking that I'll post to T.M.R. because the previous one I did forgot that "FOR FREE" redish text:

    post-6517-0-39235400-1497599756.png

     

    And instead of the previous that is a normal looking on the old TVs 336x wide screen then here's a similar to C64 for people that can see total wide that is 384x and it looks even better ;) :):

    post-6517-0-68189100-1497599767.png

    :P

    :thumbsup:

    • Like 1

  4. The SID sure does sound good. But SID chiptunes never make my bird respond. He seems to be a fan of Pokey, as Atari chiptunes always make him start singing. He's a 20 year old male coakateil (ancient for this breed). Keeps me company while I code alone in my room all day (work, not hobby).

    attachicon.gifAwesome 02.jpg

    Now I found one more reason why I always liked soo much animals...

    :grin:

    • Like 1

  5. I've said that font could be other and that my screen(s) was done quickly just to show the design idea mostly to fill all that empty white area and to show reduced to 40Bytes wide logo. Of course that other than the NAMCO letter design should be other and I said that in my posted that you quoted...

    Of course that I also don't like and wouldn't use that letters if it was me ;).


  6.  

    I'm not too concerned; I have no plans to reduce the design no matter what.

    Are you sure?

    I couldn't resist so here's P.G. with scanlines that I already got what are the PFs (including PF2&PF3) that I put in 40Bytes wide that I think nobody will notice the difference.

    Then I thought the same way as I usually do with Mariuszw that is to use the loading and/or title screen(s) to show original and A8 version credits and date.

    I can help and do all this on G2F during night together with MrFish if is yours wishes. The font can be other one and other sizes, of course, because I just did this one one simplier and quickly on P.C.'s Paint program so you can say what's yours like and wish... I would only suggest that even less size that NAMCO needs that design as it's their original and at the time.

    I have two ideas that is the A8 have a sort of 'paper colour' where is shown the credits or not and is all shown above the white.

    Indeed I like the white (maybe would change to lightest gray (0C) instead of plain white (0E) for the BAK colour register because there are too too much black loading and title screens around. The problem here, in my opinion, is that you had most of the screen empty and that is why I am adding stuff. You'll cover more white area and have original together with the A8 version credits that is another problem solved ;) :).

    Here's the two (and it can have less used scanlines to get 8scanlines blank at the top more the same at the bottom so that it can be all the picture also be seen on NTSC tvs):

    post-6517-0-51566100-1496854825.pngpost-6517-0-30944900-1496854851.png

    :P

     

    :thumbsup:


  7. Humm... Now the thing I wanted to know but can't because the program only extracts gfxs when they're in charmode and this one is mostly in bitmap (the playing area) is what bit-pairs correspond to.

    If it was A8 sure black would be (00) but here I'm not so sure because C64 can have own border register and software sprites tends to be easier to code if not using bit-pair (00). If guys use black, light gray and pink then this would be (01)/(10)/(11), not exactly in this order. Is it?

    Gfxs with other colours are just changing of the colours registers using C64 bitmap multicolour possibility that I don't really have any problem but for the main 4 that are black, light gray, pink and gray wich one correspond to wich bit-pair?

    If not much trouble could any of you get me the answer to this last question, please?

    It would be a great help. Thanks.

    :thumbsup:


  8. Hi!,

     

     

    I remember the game "Pastfinder" uses DLIs on a VScrolling playfield.

    Yes it does but it's just on the (00) BAK colour register and for what it looks like is in GR.15 bitmap mode while I think that is game his in charmode so he can count with less cycles/c.p.u. on the called 'badlines'/1st scanline of a charline...


  9. Hi.

    I want to have a look into this game and it seems is in bitmap mode and the only hardware sprites maybe or not in the points shown when we kill an enemy.

    But to get this I need like always did for others to run CCS64 emulator to save a freeze file that then I'll load into a P.C. program to extract the C64 gfxs and sprites. Problem is that after my last Windows XP re-installation I get this emulator not working.

    So I wanna ask for any of you that would kindly run the game file into CCS64 emulator and post here the freeze file and/or a .png of the gfxs and possible existing sprites.

    At least the freeze file because with it the extractor program runs fine on my computer.

    Thanks.


  10. Wow! You must show it to the Chineses... Do they know they're Great Wall look so amazing on ours old A8 computers range?

     

    P.s.- Humm... but it only has 47colours. One of your Rasta Converter pictures with less colours? Can't you put more? Still good, anyway!...

    :grin:

    • Like 1

  11. O.K. saw the PFs on emulator and it seems it's using charmode but for some strange reason PF2 and PF3 are the two the same colour that is the darkest luminance: (32). Why? I really don't get why but here's a quick using more my likes colours/luminances and have these two different where on rocks I have brown and other for bricks I went into a red pink 'British red bricks sort of' :grin: (a quicky G2F with after just PAINT drop of PMGs that are unchanged):

    attachicon.gifsmus_4 recoloured.png

     

    But this way I didn't like it much because dark red and dark brown seemed almost similar and had also not possibility to have differences on the top panel even with DLis because there was chars clash between PF2 and PF3 so I did

    bit-pair |00| (the middle luminance) <-> bit-pair |11|

    and is looking, in my humble opinion much better. Now rocks and some other gfxs now are totally different colouring/appearance VS the bricks and it also turned possible DLIs and PF2&PF3 at the top panel with our guy be the same/similar colours as in-game ;) :):

    attachicon.gifsmus_4 recoloured with changed PFs and DLIs at the top panel.png

    :P

     

    :twisted:

    :thumbsup:

    Of course that I should had said |01| instead of |00|.

    Sorry.


  12. Now regarding Włóczykij I never understand why they used that dark blue instead of a more real wood like dark brown unless they wanted to have a sort of 'alternate world' looking :grin:...

    Or maybe I do and that is because of what i read some years ago that is on those days in poland most of the people only had black&white TVs and/or those green phospor monitors but still isn't an excuse because the at least the 16 colours table numbers were available everywhere even on the A8's own computer guides that they could perhaps only be mistaked on the luminances ;).

    But's that's O.K. and here's a quicky PAINT to have dark brown instead:

    post-6517-0-14869200-1496478322.png

     

    And if it was me I even, perhaps, had prefered a sort of light green instead of that yellow but here is maybe more a question of taste and it gets better the yellow on some of those above grounds small icons be more distinguishables.

    But just and idea would be to have A DLI(s) so that the clouds could had been light gray and white though I don't have the complete level map to prove but they could also put them more to the top and turn it possible.

    If this would be possible across the level(s) map than here's how it would look like:

    post-6517-0-15861100-1496478588.png

    :P

     

    Problems solved so that I can now move to other that are real and todays stuff ;)...

    :grin:

    :thumbsup:

    • Like 1
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