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José Pereira

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Everything posted by José Pereira

  1. 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.
  2. Sill O.K. for me now. I hope it continues... José Pereira.
  3. This is what I get using AIS with the choosen colours I said in the previous post and take this screens on G2F: Greetings, José Pereira.
  4. Hello all. It's me again. Yes, PeteD is right it is better to change this frames from 1:1 to 2:1 and resize the frames. But we have to take in account that they must fit in doors and other screen game entrances, soo, I tranfer the Ninja&Enemy frames with 125% size horizontal and 110 vertical. Now I have someting like 5,... chars hight and 4/5horizontal (including weapons). I think it's the higher possible sizes that fits in any place any without problems. The real problem is that I'm not an artist (very,very far away from that!...), if someone is willing to remake this it would be great. I got this:Ninja_Walking.bmpNinja_Kicking.bmpNinja_Weapon.bmpNinja_Dead.bmpEnemy_Walking_16cores.bmpEnemy_Kicking_16cores.bmpEnemy_Weapon_16cores.bmpEnemy_Dead_16cores.bmp You can use this files directly on AtariInterlaceStudio and then port .mic to G2F with, for example, what I am trying (Enemy case): Backgr.-Blue (The clothe and weapon, because is here I'll put the PMs.) PF0- Black (The Main body) PF1- The outside Enemy shape (Because, in the game, for example the grass will be PF1) PF2- any other (not used on frames) PF3- Eyes (to use here Missiles as 5th Player) About the Ninja, it's the same as Enemy, (just see C64, only changes the Eyes and Ninja have a Glove and Enemy don't), so you must cover that White cells on the Body with Black-PF0. I intend also to use here PF3 in the Eyes and Hands (using Missiles, again as 5th Player). About Ninja I don't have the "Ninja's flip flap", if any good artist is capable of making it I appreciated a lot.
  5. I discouver this right now: Why not we here on AA also enter on Christmas feelings!... It is time to it! José Pereira
  6. Hello all. I think I finally made it. It's the Ste86&PeteD but with small changes. - Add the scroll papers. - New message: The right one means something like "The Last Ninja" and the right are, the top one two symbols "Honour" and the bottom two "Courage". - The down Panel is all center and all the Weapons objects to fit in concrete chars and 1Charset to each 3Lines. This is how it is according to Charsets nºs.: - Charset0,1,2,3,4&5 (Playing area): - Down Panel: Charset6: " 7: " 8: And this is how it looks all putted together: Hope you like it!... Thanks PeteD an d Ste 86 for your symbols and great idea. Now a thing a little bit different: I know how to have 1charset in each line on G2F. Only have to put 40chars limit to each line. Now I want to have 1charset to 3lines. How can I have this using G2F? I put 128chars limit, but if lines don't have enough characters I'll get 1charset and many lines. Hope you can help me. Thanks. Greetings, José Pereira.
  7. Just small things to change, but here it is: Hope you like, José Pereira.
  8. The one above is the only one I have but it's 320 wide, you could convert it to bmp maybe ? Pete Stupid I am. I hope you don't mind because I've done some changes: I put a real scroll wall paper and will start redone the Status Area at the bottom (to add "Found" and "Holding" and "Enemy Energy"), I think I get a way to put this there. What do you think? Thanks you all! Greetings, Jos´´e Pereira. Hello all. I've thinking and almost all Screen Master redone. You'll be amazed (I hope!...)!... Just give me two nights and one day... Bye now, José Pereira.
  9. The one above is the only one I have but it's 320 wide, you could convert it to bmp maybe ? Pete Stupid I am. I hope you don't mind because I've done some changes: I put a real scroll wall paper and will start redone the Status Area at the bottom (to add "Found" and "Holding" and "Enemy Energy"), I think I get a way to put this there. What do you think? Thanks you all! Greetings, Jos´´e Pereira.
  10. Ste or PeteD could you sent me the .bmp file with 320wide resol.? Thanks, José Pereira.
  11. Hello again. I remember now about this loading picture of Zx Way of the Exploding Fist and the symbols on the broken wood: I thought if those were the same symbols as the one I sent to you on the Last mail: The last symbol on the right seems equal to the last (bottom one) I sent. Anyone can get what are these three symbols from Zx Loading screen version. And why not put the three ones of the Last Warrior in a future A8 Loading screen like this? just an idea PeteD... Thanks PeteD. I can now re-start my "job"!. Greetings, José Pereira.
  12. Hello. Thanks PeteD. I was thinking some time ago to add something in Japanese simbols to the status area, and had in mind the Levels name. I tried first Google Translate and find a Dictionary. But never got all the Level names. Wasteland and Wilderness have the same symbols (in kanji) - Land of nobody (something like this) and I got for example gargen, but are associated with other Palace Graden, but not Palace, I only found something like Sanctuary Garden as I remember. Another difficulty was that in this dictionary I get two japanese symbols translation (Kanji & other one I don't remember the name). And some words were only in one and others in the other. A great difficulty is that, for example, Palace have symbol... and Garden symbol... but Palace gardens cannot be the joining of the two. Japanese and Chinese represents designs of the real thing (something like thi, if I understand it correctly). What I always have in mind is get into the Japanese Embassy here in Lisbon and if were not many words/setences, probably they can help me!... But now, the Site you sent me I found untill now something that may be usefull: Recreate the seven virtues of bushido, the essence of bushido martial arts, the budoka's way. I also find this there: PeteD this remember Way of the Exploding Fist ("Way of the Warrior") Thanks. Greetings, José pereira.
  13. Hello all. Not much time today!... PeteD what are those graphics? Anygood artist what to design somethinglike PeteD shows. You can use Dark Gray and anyother colour more. Bye now, José Pereira.
  14. Hello here I am again. Please see this 4pictures and try to answer my questions in a simply English and simply teoric explanation: Need this, very much!... Many thanks. Greetings, José Pereira.
  15. Another thing: Playing area is 18lines high ang bottom 7 on C64. If I turned continue with 18 for the Playing area and tur bttom into 9 I can get this using one charset for 3lines: Charset 0->5 for Playing Area Charset 6->8 for ottom Status Area. Very good, 9charsets are 9kb. OK. and you're probably righ if all weapon/objects are at the bottom the game design can be a lots better and I win one more Player for Playscreen area colour enhancements. Now, I want one thing for someone around here: Who are a good artist and just with Paint or any other add and redesign this bottom Status Area to fit the "- Found -" and "- Holding -" cells. You have to take in care that they must have two chars high space (Object vertical size) and 4chars wide if only to Objects use or at least 8 if you put there also the Weapons. José Pereira.
  16. Yes, I saw that NES version. It is Last Ninja but it is real 2, the only one they have. The NES have 256pixels wide resolution. as I remember the playing area is 32chars (256pixel) and the bottom status panel is only 30 chars. If you look to NES version they are in Hi-Resol. mode. In this way they can fit more things in only 30 chars of the bottom playing area. I don't like the way they design the Hold/Found/Weapons and the Bottom Panel seems a little Higher comparing it to the Playing area. Of course the all the graphics have to be ported from one the 160resol. versions, but another trouble: If you don't have a Right status panel, what you'll do? Some possibilities: Remembers Ninja Master (awnfull) or: Could be good, but have to cut 1/3 of the next screen and many redone needed, I will also need more PMs to colour enhancement on each line. Another thing that I've talking today on other thread here on AA, will a 40chars wide screen possible to get 1charset to 3lines, amd have at least the 7+7 chars for Ninja&Enemy? The Bottom area have to be a little more higher, but not much more Higher, to be IMHO good looking. ut now we need more charsets (1 or 2 probably...). Any comments/suggestions? José Pereira.
  17. Yes, I think you understand it better now, the same 7 'characters' (e.g. 40-46) would be used on each line (5 or 6 of them) to display the sprite. Thanks Wratchild. Why I never think in this way. Of course it must have to be like this. It so simply logical! If I am using 7for Ninja and more 7for Enemy I'll have 114free for screen. Taking in account the same chars used in different lines on the right status area(Lines, Black(PF0 cells) I Think that now I can have 1Charset for 3lines. I will try, but have to be like this: If I'm doing only the 30chars of the playing area, I get on G2F chars 000to089. Leaving the right status area to later... (Load it first, stays all game, only Load each bakg. screen), But I must have to see if Right status panel only have chars from 090to114, like this: Lines00->02 - Charset0 03->05 - 1 06->08 - 2 09->11 - 3 12->14 - 4 15->17 - 5 And I'll count the bottom status area panel+weapons, I think we also have a good surprise here. Thanks. Always very good learning new things. José pereira.
  18. Naturally there is, take a look at either International Karate or the (Palace) Barbarian and the characters are made up of 4*8 pixel chars and so a frame is a set of these. Many frames share common single 4*8 pixel patterns and so these are re-used. Therefore once you have all of you images drawn a semi-clever routine would run through and identify these before outputting the data and charmaps. As with others, I don't see why you need so many characters per sprite? At the figure you are quoting the sprite can potentially fill all of one line of the display area? Can you demonstrate their usage as you see it in terms of a screen map? I am sure you'd only need 4 or 5 chars a font line maximum, remember that the next line is a completely different font and so the memory for it is in another area so when you copy a 'whole' ninja image then this would span many fonts, or are you intending to copy the whole image to each of the 18 fonts of the play area? If <20 characters per line are possible for soft-sprites then this model should permit you two lines of display per font, dramatically reducing the memory overhead. Best wishes, Mark Take a Look at this: Simply redone to more25% wide, looks better and fit into all the places: I have now 5chars horiz. and need 1more for left moving (shifting) and another one for right moving. The way I see the walking method I need 1/2 char for top moving (shifting) and another 1/2 for the bottom. Man is 5high, becomes 6high with shifting. 7horiz.x6vertical=42 that's my toughts, but, wait, always a but... Yes if I have, for example the 7chars of the Hands line, if the Enemy goes one step higher on the same place I will have the 7chars of stomach lines. And if I'm right this can be the same 7chars nºs as Hands ones. You'll never have Head lines and Hands and Stomach,... on the sames lines? Understand me? Am I right? José Pereira. One _
  19. Thanks Ste86 for your comment, I saw the BBC version and talked about it here on one old LN Thread. No, the BBC is so awnfull and why not dream with a good port/conversion? Also the Player are a little Basic. I tryied some 1:1 to 2:1 conversation adding +25% horizontal wide (Only horiz., vertical not need and not looking good nor enter in many of the places) and with somwe redone it looks good (no more than that or they would not fit into the doors and not the competent proportion with screens garphics. The Apple2 have some Objects on screen that seems almost the same as C64, but I'll have to play all the game to get the screens. Once again I say, why not dream with the good one? It's simply because I have all the screens? Thanks for all your comments. Greetings.
  20. Thamks all of you-. Just get into here now... Tezz and others the reason to use 25Charsets is that in Playing area I need: - 36+36chars(normal 1:1 to 2:1 pixels) or probably 42+42(I've trying some sprites redone last night like PeteD advise) to Ninja+Enemy (ManBody&weapon, including weapons and shifting) - 30 chars reserved for playing area. - Minimum3, maximu, 10 for right status panel (depends what is inside it: "Holding", empty places-only many nºs. of PF0-Black cells,...) - 4 chars for Objects in the "Found" and "Holding" lines (can be apart of chars 030to039 on that correspondent lines and diferent Objects diferent soft sprites shapes. Ex.- Amulet is 4chars wide and Claw is only2, but reserve 4chars(032,033,034,035) and Amulet wil be frame1, Claw frame2 (Empty char-032,claw-033,claw-034,empty char035) You'll have 40chars(screen)+72(normal 1:1 to 2:1 sprites conversion)=112 chars. Or 122 if you add one more char to the sprites wide and look much better (Our Ninja looks very good from what I got last night. No more hozizontal nor vertical wide possible because he would not enter the doors). So, you'll see why 1charset for each line, even If I know that I'll need all that nº of Kb. from the begining. I also counted all the Ninja&Enemy frames+Objects and it's a tremendous/enormous amount of memory, but I don't see any other one possible! Or is there any other? By the way Tezz can you send me that you used on Bomb Jack it will be great. Thanks. Greetings, José Pereira.
  21. Hello all. I was just thinking and seeing this picture before I went here. I saw this right now on Fandal's site: The nº2, 3Graphic modes/GTIA bug several times explained in many places, but the top one, if no PMs. what metod is there? I don't see any flicker so I think it's not use of more than 1charset (like super IRG), so what is this?
  22. Hello. Today I have some questions: I create all that screens on G2F in this way: 1Charset for each line (40 chars maxim.) 1.)- Last Ninja Screenplay chars 000to029 on Charsets 0to17, Save the screen 2.)- " " Right and bottom status Area Charsets 0 to 25 (I reserve the 000to029 free for the screenplay graphics, so, the right status line begins at char 030. It looks like this: 1.)- 2.)- I want to Use a Char Editor that I can first Load the Master screen (Charsets 0to 25) that I can latter add the screen .FNT from lines 0 to 17 (The screenplay ones). What program? How? After this I get a real screen with Charsets 0to25 and Chars 0to39. Now I want to add: Objects (Soft sprites): Chars 040,041,042,043 in the desired Charset nºs. Ninja (Soft Sprites diferent shapes including all shifting needed): 044->085. Enemy (The same as Ninja): 086->127. How to...? Hope you can help me. Thanks, josé Pereira.
  23. Thanks for all your support/comments. I'm always trying to do my best! Greetings, Jose Pereira.
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