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José Pereira

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Everything posted by José Pereira

  1. Thanks for your comment Rybags. The Playing Area screen is only there, the grass and walkway colour it's only there... Could be any other. By the way what colour (nº on G2F/A8) would you use for the grass and the walkway (just on this Level, the first. remember that this is not walk done by men but by Nature). I've changed the Status Panel Backgr. (You can also say what would you think it's the best colour nº for this place) and erase some lines at the new Backgr. colour Lines at the Top and the bottom: Comments/Ideas/suggestions!... Just send them!... Thanks. José Pereira.
  2. Hello all around here. Let's restart doing something!... I didn't like the Playing Area on the toppest position of the Screen. Soo, I redone with some new colour ackgr. Lines on Top and on Bottom. I think it's looks better. Oh, by the way the screen is still with: - Charsets nºs.0,1,2,3,4,5 for the Top (PLaying Area). - Charsets nºs.6,7,8 for the Bottom (Statas Panel). I think it's a little bit better. What you think? Greetings, José Pereira.
  3. I hope someone will do, somewhere in a long, long time... or not!... I'm crossing my fingers and doing my best. Greetings to all. José Pereira.
  4. This looks so much more professional and polished! Stephen Anderson This one now goes to Rockford: 26 colours and I am starting changing the screenplay graphics. By the way, where will it be at this moment? Greetings to all. José Pereira.
  5. I try to send the picture to your mind, but not working, probably offline... Now to AtariAge: Just kidding!... José Pereira.
  6. Thanks again PeteD, I understand the rotating process but the mathematic calculations is what takes me mad. But I'll get it, no problem. By the way, I had this for some days, but all this "walkways" talk ang I forgot. Here is the the final, I hope it's the "LAST ONE MASTER SCREEN" of the Last Ninja. All correct and fixed like you said. Top with PF0-Black on Borders and Black as Backgr. colour on the bottom (Status area untill the last bottom line). I hope you like this one!... Thanks for all. Greetings. José Pereira.
  7. Sorry, don't be upset with me... I think I can understand better with images and a calculation. This picture again: On the Left say it's POS.0,(44 to 99 vertical). The walway goes iso untill the right 109,(0 to 53 vertical) I am on 4,60. How do you turn into 2D. And what formula you use? Only want to know new things. Please. Thanks, José Pereira.
  8. Thanks one more time Pete. I think the accuracy is not taken pixel by pixel. But think it is, this walkway for example: I I made using the maxime accuracy, in 160wide(2:1) resol. the walkway map would be inside that Blacl lines: What I want to show with this? In this I'll have two pixels wide each time and one vertical. My screen is 192 (48chars wide), man walks 1pixel at a time but the floor 2. In the walkway map in horizontal "1" for two pixels, but on vertical "1" would be to one pixel. This will give the something 96wide on walkway map and 192 on Iso screen. The mathematic operation would be horizontal Player place /2 and Vertical /1. Am I right? O.k. but the game have probably not this higher accuracy. I'll try to see doing some playing on VICE (I have the game with many options: With or Without Enemys, with or witout Weapons, All Weapons, Lifes,...) Greetings, José Pereira.
  9. Thanks PeteD. Soo, it's just creating predine walkays with 1&0. Take those 15pictures, for example and have screen1 calculation with predefine way1, Screen2 clculation against predefine 3, andso on. Diferent screenshave different walways, but LN1 have 130screens but many are repeated... Am I right? Seeing things this way, it doesn't have affect with my G2F screens redone if I don't change C64 predefine walkways.Or I must have some special attentions Probably not as many more than 15(I have). let's say 20... Thanks again. Greetings, José Pereira.
  10. Thanks one more time PeteD. Here in Portugal we have so much good all kinds of wine... What I was thinking on point1 was something like that. 1-can walk... You define all possible walkways, like that pictures I've sent. But I don't understand how, for example I am at Pos. 40,60 would know it will be place1 or 0. I don't understand how will I do a matematic formula to calculate that. If you understand my Point1, would not be much more simple to have 15/20 predefine walkways like you show with 1,0,... and than assign each screen to one of the predefine ways. The walkway can be whatever pixels you want to put there, any PFs. because what you only have to know is if the Player is on a 0 or a 1 place. But in the way you said what this will affect in my Screens redone using G2F? Thanks, José Pereira.
  11. Hello all. I've thinking about Walkways all theWeekend. What method you think they use on C64 version? I see 3 possible: 1.)- Like on the Post above: Each Predefine wayhave defined places where Players can walk. When Load a screen, assign predefine walkway1 to Screen1, and so on... The better for me with my G2F screens redone. 2.)- Each Walkway chars are, for example, chars (000->020) and Players only walk this chars. Impossible without an Editor. 3.)- Use some trick with PMs./PFs. colisions. I always had one idea using 2Missiles (on for Ninja and the other for the Enemy) with 5th Player enabled. Even if it is in Isometric, the way I put each Missile on a shadow at the Players feet will always work. After seeing all screens it's possible to get 2PFs. (PF0-Black and PF1-The other floor colour, the grass forex.) collision with this 2;issiles. This two colours are always on the "forbidden lines". Anyone knows or think how it was done C64version and how it can being A8? Please help me!... I want to have the possibility to do them with G2F because it's theonly possible way I have! Thanks, José Pereira.
  12. Sorry wrong click. Thanks PeteD, I'll try in home. Ithink I get a solution. The LN1 have 15predefine walkways. The same predefine walkway always on the same place on screen. Assign each Player positions/movements to eachone of the 15. When Loading a Screen, it can be like this: Screen1 & predefine Way0 " 2 & " 4 And so on. The players will only walk in concrete places in each screen. Hope you understand my idea. What do you think of it? Possible or not possible? Thanks again. Gretings. José Pereira.
  13. ln_slowpatches.zip This is how the screen construction slowly on C64. I take this in LastNinja.Lemon64.com I want to see it, but in VIVE Emulator it start loading (Found File but then appears READY and nothing...) Anyone can try this? Thanks, José Pereira.
  14. Sorry I have to end up my session quickly (I am on the streets using a Public free Internet place). Let's Restart and try to follow my idea. What I have in mind was that after seeing all screens of C64 and the way the design screen his done I came to a conclusion: First the Level Editor draws this as a ackgr. and then it places all the objects above (like if Screen objects were Soft Sprites) Lets say that I create a screen without the walkway. I'm now with 1Charset for 3Lines, the screen would be something like Chars 000->120. But no, taking the Walkway off it could be like, probably 000-096. If I now have the Ninja&Enemy frames using 7+7 (114->127). This Chars could be from 097 through 113. In an inverse way of C64, in A8, the Editor could Load my screen first and then above places the walkway Chars. with this, the program knows wich chars nºs. (frames) are the walkay and it can give Players only movement on that chars. Something like this: 1.)- I redone this screen without walkway: 2.)- The Editor Loads the correspondant Walkway frame for that screen, that is on that concrete position: (but only the way, not the all that green) Understand my idea? All this Predined Ways aren't many chars, I try this Walkway and it's only 10chars. All the others are perhaps diferent places of this same Chars. I can do the screens without take in acount the Walkway. I only thing is that I must know first how many chars I would need for the Walkway. Let's say 10, it can look something like this: My screens: (000->103) Predfined Walkay (for the programmer, later): (104->113) Ninja&Enemy Soft sprites: (114->127) But if I will not go into this way, than if I redone all the screens with the C64 predine ways or any other... what is the problem for the coder to achieve the Players places to move and the others not to enter? In other words: What is the majour problem in my sScreens redone (Now with all in 3Lines=1Charset,...)? If I can have answers I can start doing something! I want to see this game on A8 (and dream with all the others, like PeteD said, an Engine would be for all). I need you because it could be fun to have the screens and how they would be, but the most important thing is that I'm having 100% sure I'm on the right way! This Thread and many others have been great to me. I've learn so much. If we all can join forces probably we can have a good end. (I redone the screens, PeteD gives the idea of the left and right Chinese symbols, STE86 put them on screen, all others answer my questions, someone redone Players frames, someone could start doing some Music&Fx remake, and later, later on, probably someone would come with interest and free-time to take the code. Who will do the code is here. Almost all, all maybe of A8 and other coders are here. Answer my questions and help with my screens redone will be the only way to get the screens for your coding!...) Greetings and thanks to all. José Pereira.
  15. Thanks guys. Yes I understand what you're saying PeteD. Yesterday I was looking at Vendetta game on Youtube for the first time and thought that an Engine could do all kind of games like this (LNs., Vendetta, Tusker, Gauntlet3,...). So, let's face it. I'll port the screens without changing the ways, like I think PeteD said here some days ago... I've take this from Soa's Engine: And I only do some changes:
  16. I have some questions for today. I hope you understand them and try to answer, please!... First let's begin with this simple one: tHANKS, jOSÉ pEREIRA.
  17. some small changes on Status Panel (colours):
  18. Using PF0 on Top Screen Playing Area for the Borders. DownPanel untill bottom of the Screen using now Black as Backgr. colour. Now the old PF0-Black becomes another colour, Now you see PF0 for the inside Status Lines Backgr., the Dark Blue: Greetings, José Pereira.
  19. It's me again. Yes, you make my day PeteD. Why I never thought in that? This way the Backgr. colour doesn't show on the Borders, so it can also be changed by DLIs. Now only two colours for all screen and all the game: PF0-Black and PF3-(that Gray you'll see as the scroll paper) Great. This is very usefull!... Do you know how much trouble I had sometimes in some/many of the screens just to have one more colour in some lines? GREAT, GREAT, GREAT!... I'm happy now... very happy!... José Pereira.
  20. Here in Portugal we have a sentence/joke: "It's like the SWITCH POWER, one times Up and the others DOWN!..." Greetings to all. José Pereira.
  21. I have to agree with you PeteD. Yes, you change to 48chars wide and on normal screen you only see 1left and 1right (like you can see on the Atari800win picture I sent). You only lost 1char (a PF0-Black char in 128chars total, not bad). But the problem is that I am using screens conversion to .mic. I get a bitmap 4colours screen with 40x24 chars. In this way I have to use screen size 40chars on G2F. If done this with 40chars wide mode on G2F can it be changed later into 48 mode? I think it's no problem or is there? Thanks for your comment. I agree with you, this is the only thing why I don't do that. I also think it would look better. Keep sending your suggestions and comments. Greetings, José Pereira. (P.S.- By the way, anyone would like to do some artwork of the Ninja&Enemys frames I sent yesterday in a (probably) free-time this weekend? It would be great!... Just to see how they would look like, please, please,... Thanks, José Pereira.)
  22. I think I'm not very well. Another mistake, the Scroll right is this one like I sent to you yesterday: Right Scroll (true one): Sorry, José Pereira.
  23. Hello all, me again. Now I think it's definitive (I Hope!...). The same as post above, but better IMHO and all center with Lines/Charsets/Chars: - Playing Area (Charsets 0,1,2,3,4 & 5): - Charset 6: -Charset 7: - Charset 8: And finally all screen with all the things putted together (The Master Screen): Greetings, José Pereira. Sorry, it's me again. I forgot to paint the bottom of the screen with the Backgr. colour. Soo, here how it will look like: I Hopen you like my work. Feel free to send your comments/suggestions!... José Pereira.
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