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Everything posted by José Pereira
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>Hello all. MrFish you're picture is great. For me I'll prefer White/Gray colours like STE done on that c64 shot. From what I see in your picture you're using flames as PF3 (or 2). Yes, simple, so forget my ideas of DLIs. for the floor (probably later for the windows on the Palace levels). But I see a problem in your and others screenshots: How to move your Player on top and behind the back and front Rocks? It is possible to work with PRIORITY8. But here you only have two colour to put on the front Rocks. But you can always have a trick... If you use PF0-White/Lightest Gray colour, PF1-Middle Light colour and PF3 as Darkest light colour (PF2 will be for the the flames), then you can use Priority 8. You can put 5th Player above PF3 pixels (The front rock right side) every time a Player walks behind. And 5th Player always has priority over Pfs. About the Players used on Players Bodys/Clothes that's no problem. If you read and remember the other Thread ("All Priorities Modes") that "Bug/Thing" in the PRIOR8 particulary case: If a Player is overlapping a PF and 5th Player, in Prior8 you'll get the correspondant PF that is on that place (and in this case you have PF3). And on the back Rocks you have: PF3-Darkest light colour and Backgr.-Black colour. And also PF2 as the flames. PROBLEM FIX! About the Players frames: If you use White/Lightest Gray as PF0 you'll get it for the Players clothes (the largest area on the Players shapes). You can use this one to the Man's Clothes and the Swords. Now you can use P0/1 to your "Kid" and P2/3 to the Enemy in Multicolour format that gives you a 3rd colour. The Players have now 4colours and O.K. with the Priority8 use. The majour problem is that, if you use 5th Player, you cannot use it for the Players shapes. But, like Analmux said with a DLI for the Players you'll get 2 on top of the Body and 2 for the bottom of the Body. Greetings, José Pereira
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Hello all. Very good STE and OKI. If you don't mind probably someone can tranfer them to 5colour A8 Antic4. If someone wants some of my ideas from the last posts, just see this picture. You'll probably understand better than if I use my "always bad English": Bye. José Pereira.
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Hello NRV. Totally Amazing!... Thank you very much... Just continue your work. No words... José Pereira.
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hmmm, just use 2 or 3 DLIs. Then only 1 or 2 PM might be needed, maybe even 1 player & 1 missile. EDIT: Of course the best would be to use bitmapped screen in this case. No charmodes. Hello people. I think I have the solution, a simple one, for the Player and the Enemy: Our Player ("Kid"): You use PM0/1 to the "Kid" and PM2/3 to the Enemy in Multicolour mode. Only use one colour on your Soft Sprite, Light Gray (PF0) for the clothe and the Sword. Then use PM0/1/3rd overlap colour on him. I create athe shirt as PM1, but you can put all the clothe as Light Gray. It's just a question of taste... Now, I have my "Kid" with 4colours. ENEMY: This is just a picture manage with AIS, with only PFs. 1st idea: Do the same as the "kid". Sword and Pants as Light Gray (PF0), Other clothes, Turbant and Arms PM2/3/3rd colour. 2nd idea: Like Analmux post above. With DLIs. you can probably have here two PM2/3/3rd colour. Any good artist around there (I'm not one...) could try this? If this work with this "Kid" frame that is the largest horizontal one it must work with all the others. About the screens, using the CPC version is not difficult, the main colours aren't more than 5+black, and from the post I sent to you yesterday you can have a 6th colour, using DLIs. on the Floor. I'am doing a shot to show you, but not finnish yet. I've taken other versions screens to .MIC format, and the main graphics/colours can be ported. I've come to a conclusion P.C. and Amstrad Underground (Rock) Levels are better to translate to A8. But I don't like the way they design the rocks on CPC. I like more the ones from the P.C. version (I'll just adds some dither on the rocks). About the other screens (The Palace) I think the CPC it's better. I like the walls design and because this Levels have more graphic details the P.C./ST transfer aren't possible. About the other screen graphics: - Windows: You can use PM2/3 on them (different lines of the Enemy) - Windows on the top of the screen: You can use the two PMs. or A DLIs., because no Players on this lines. - Level doors: PM2/3, in this screens you don't have the Enemy. - Top of that Left Doors on the Palace: You can use PMs. on that "Logo", no Players on this lines. - Fire - Just put some pixels higher. The base can be PFs but the fire will be up the Players lines. Now you can use PMs. You also use PMs Yellow and Red+3rd colour. Now you only use one set of PMs (PM2/3 for example). One is On then off and the second one burns. A nice effect... - Bottle - PM2/3 if not on Enemy's lines. I'm trying to do a good screen(s) with all this ideas to show you that this can work, but I don't have many time now. I'm trying... By now you have some of my ideas. Greetings. José Pereira. Hello all. Like I said yesterday, I've trying a screen to show my ideas. I taked one from ST version. I've done it on G2F and as I said I create some DLIs to have a second Backgr. floor colour. Now I have 6colours. The Players I think they can be done like I said in my yesterday's post. About the other screen objects and using PMs. on that I'll try that later using my ideas. Why don't you give yours too? And just for the fun: THE G2F SCREEN: AND THE SAME SCREEN ON ATARI800WIN EMULATOR: And here you can see PM0 using Priority 8: With this picture you can see that the PF0/1 in front walls and PF2/3/backgr. on Backwards walls using Priority 8 "et voilà"... you can use PM0/1 for the "kid" and PM2/3 for the Enemy and PF0 as Light Gray for the Players Swords (you can see this colour on the above screens). You can, of course redesign this screen with better colours/design (I'm not an artist)... Bye now, José Pereira
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hmmm, just use 2 or 3 DLIs. Then only 1 or 2 PM might be needed, maybe even 1 player & 1 missile. EDIT: Of course the best would be to use bitmapped screen in this case. No charmodes. Hello people. I think I have the solution, a simple one, for the Player and the Enemy: Our Player ("Kid"): You use PM0/1 to the "Kid" and PM2/3 to the Enemy in Multicolour mode. Only use one colour on your Soft Sprite, Light Gray (PF0) for the clothe and the Sword. Then use PM0/1/3rd overlap colour on him. I create athe shirt as PM1, but you can put all the clothe as Light Gray. It's just a question of taste... Now, I have my "Kid" with 4colours. ENEMY: This is just a picture manage with AIS, with only PFs. 1st idea: Do the same as the "kid". Sword and Pants as Light Gray (PF0), Other clothes, Turbant and Arms PM2/3/3rd colour. 2nd idea: Like Analmux post above. With DLIs. you can probably have here two PM2/3/3rd colour. Any good artist around there (I'm not one...) could try this? If this work with this "Kid" frame that is the largest horizontal one it must work with all the others. About the screens, using the CPC version is not difficult, the main colours aren't more than 5+black, and from the post I sent to you yesterday you can have a 6th colour, using DLIs. on the Floor. I'am doing a shot to show you, but not finnish yet. I've taken other versions screens to .MIC format, and the main graphics/colours can be ported. I've come to a conclusion P.C. and Amstrad Underground (Rock) Levels are better to translate to A8. But I don't like the way they design the rocks on CPC. I like more the ones from the P.C. version (I'll just adds some dither on the rocks). About the other screens (The Palace) I think the CPC it's better. I like the walls design and because this Levels have more graphic details the P.C./ST transfer aren't possible. About the other screen graphics: - Windows: You can use PM2/3 on them (different lines of the Enemy) - Windows on the top of the screen: You can use the two PMs. or A DLIs., because no Players on this lines. - Level doors: PM2/3, in this screens you don't have the Enemy. - Top of that Left Doors on the Palace: You can use PMs. on that "Logo", no Players on this lines. - Fire - Just put some pixels higher. The base can be PFs but the fire will be up the Players lines. Now you can use PMs. You also use PMs Yellow and Red+3rd colour. Now you only use one set of PMs (PM2/3 for example). One is On then off and the second one burns. A nice effect... - Bottle - PM2/3 if not on Enemy's lines. I'm trying to do a good screen(s) with all this ideas to show you that this can work, but I don't have many time now. I'm trying... By now you have some of my ideas. Greetings. José Pereira.
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Hello all, here I am again. No, the Apple2 isn't a good port. We don't need that lot of dithering. I tried this picture today. It can be a good 1st try concept: I done it using G2F. I used priority 8 and PM0 to our man and PM1 to enemy's clothe. PF0/1 for the walls in front of Players. PF2/3 & Backgr. for back walls. PM2/3 to other screen objects: -Razors on the Floor. -Candles- You see two colours on the two candles, but can be only 1PM, one shines first then off and shines the other. Or, You can use, for example M2&M3 (Yellow/Red) for one and then off and turn the other on. Just on/off the candles. Other Screen Objects/other Levels - PM2/3 to some walls/Windows and yellowish pillars. Enemy's Clothe is PM1 and our man's bODY it's PM0 as I said. The other parts of the Body and Weapon can be PF0-Lightest Gray/White (what you see on Enemy's Clothe). I simulate our man on that large cell as PM0 using Priority8 and the only major problem is that you see a little part of it on some lines of front walls, as you can see. But here, I think it's time to some coders here say something. Just a little play with this one. Greetings, José Pereira. Hello again. FIRST: About the screen construction my idea, and the best is using Priority8. PF0/1 for front pillar and PF2/3/Backgr. for the back pannel. Seeing all Levels maps you can use a DLI for each floor lines, this gives you the possibility to have this floor as Backgr. colour and a second Backgr. in front side of the back Pillar. For now I'll have 6colours. (only PFs+Backgr.). In the front Pillars PF0/1 and you can use PF3. 5th Player above PF3 as the third colour (the problem I had on the above picture). 5th Player is always above PFs. and in Priority 8, when your "Kid" goes behind (using PMs. on it) you have PFs. Priority and when PMs. overlap you'll get PF3 colour. SECOND: Screen Chars: In Pseudographx's picture it's 99chars, but this is not all the game graphics. I taked a complete level and cut it in single screen. Than I Load each one on G2F (more or less 100chars, yes, but,...). Then I save the fonts. Do this for all the Level screens (Level3 have 24screens, for example). Now I copy the 24Screen charsets into a single screen in .BMP extension. Load this again into G2F (like if it was a screen) and I got nore than 128, many, many more... Because I am here to learn, how will you get over this? You can create 1charset to each line, but this is not the solution. If on past this game was ported to A8 what coders do? Someone can answer this? THIRD: PMs: Windows, Bottles, Fire and some more things could be done using Ps. I had the idea of using P0/1 for the "Kid" and P2/3 for the Enemy in Multicolour format (3colours to each) and the weapons using PF0 - White. But seeing all that farmes PeteD send to us, a new problem begins... I am not say that I have intention to do... I am only trying some screens just for fun. About my questions, the idea is to learn some more things and like this and other Threads/Topics learn how could this or any other game turn on A8. Even if this game, like many others may not see the daylights, it is just fun to see some screen/ideas in what it could be on A8. For all you around there in some knowledge, please answer and give us your ideas. If if it is "just for the memory". Thanks, José Pereira.
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Hello. I take picture PeteD send and get this using AIS: It's 00424, the largets horizontal wide, and it's difficult to put using PMs. What would you do? PeteD: I discouver many .DAT on Integrator/Extractor from that site. What you use to open .DAT files. There I see, amongst others (Dungeons, Enemys,...) Thanks. Jose Pereira.
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The Last Ninja idea is not lost. I'm still with it (not LN2, 1 first, but also seen 2). The major problem is to get the priorities between walking of Player and Enemy). My idea is based on a thing I've put on another Thread some days ago: "Designing a Sotware Sprite". If you can go there and understand what I'm saying about that PF2 thing, and if that work, then, the Players movement is now O.K. And I know wich colours and how many PMs. I can use to screen colour enhancements. I can start converting some screens, having PM0/1 for Players, and 2static colours(PF0/1) for Players (in all the Game), and I saw and tried and it will work with DLIs./PM2&3/PM0/1 in lines when Players don't get into. I have been also with problems on the right Status Panel and have not decide: How will I put the Objects on the "Found/Using & Holding" Area because I cannot waste here any PMs., but once more I get 2solutions(one use this side to this with a little trick and the other use this right side to other things). The screens translated are simple, just time needed (and I am with some problems on my life now...). But, first I have to get 100% the right way to do Players movement, because in my idea I think I'll have to use 1P(M) for our Ninja and other P(M) for Enemy clothe. It's here the big problem, how one sometime has priority and other time don't. I've tried and thinked with all priorities/5th Player and the only thing that can work is like I say on that other Thread. If this idea work than all Players for LN1/2/3/... are O.K. If you want to help, please go there. Greetings. José Pereira.
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Just another thing I forgot: You can use some dithering with the other PFs. to enhance walls colour. (P.S. - I want to say PF0 to enemy body(not clothe, as you can see from the picture)) José Pereira.
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Hello all, here I am again. No, the Apple2 isn't a good port. We don't need that lot of dithering. I tried this picture today. It can be a good 1st try concept: I done it using G2F. I used priority 8 and PM0 to our man and PM1 to enemy's clothe. PF0/1 for the walls in front of Players. PF2/3 & Backgr. for back walls. PM2/3 to other screen objects: -Razors on the Floor. -Candles- You see two colours on the two candles, but can be only 1PM, one shines first then off and shines the other. Or, You can use, for example M2&M3 (Yellow/Red) for one and then off and turn the other on. Just on/off the candles. Other Screen Objects/other Levels - PM2/3 to some walls/Windows and yellowish pillars. Enemy's Clothe is PM1 and our man's bODY it's PM0 as I said. The other parts of the Body and Weapon can be PF0-Lightest Gray/White (what you see on Enemy's Clothe). I simulate our man on that large cell as PM0 using Priority8 and the only major problem is that you see a little part of it on some lines of front walls, as you can see. But here, I think it's time to some coders here say something. Just a little play with this one. Greetings, José Pereira.
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BENFICA 5 - Everton 0. 84minutes.
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Apple2 version: Not a good one graphically as I suspect. 4 colour mode+torches/skin colour. Probably using White as PF and more PMs to screen colours enhancements. In some levels its possible to put some DLIs. Some shots: And YouTube video: prince_apple2.html I have to go. Bye now. José Pereira
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Tezz, 4-0 to Benfica. And more than 30minutes to play. José Pereira.
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CPC Colours, Games, ans some more
José Pereira replied to José Pereira's topic in Atari 8-Bit Computers
I was refering to A8 version by Harlequin. José Pereira. -
CPC Colours, Games, ans some more
José Pereira replied to José Pereira's topic in Atari 8-Bit Computers
The CPC is just a framebuffer + Z80. The poor Z80 has to update 16k of screen RAM and that's why almost every game has a horrible frame rate. Nowhere near the 50 fps we are used from Atari or C64. That Z80 was a curse, meaning a lot of games were spectrum/timex ports for it and not very well done either. Example.. Commercial release of Shadow of the Beast on... spectrum http://www.youtube.com/watch?v=NV1hSyN9gBo amstrad http://www.youtube.com/watch?v=gDvOhoiuU0E and what is possible with some coding talent on the amstrad http://www.youtube.com/watch?v=6_RbO0Vm-AA The original CPC design was to be 6502 based and there was a prototype with a 6502 sold on ebay last year in fact. Had this been the case with the launched machine then I suspect the games would not rely on spectrum/timex source code so much. With that colourfull screenshot of Beast reminds me of our prototype version. I said here it is one of the most colourfull games I've seen on A8. This 1st stage as an Horizontal scroller could almost be like this and/or even more/better colours on our A8. With good programming Sprites could be achieved. I remembet Steve (JetBootJack) said how the author was doind the sprites and the dificulties. I don't remember in wich Thread, but he reveals some of the author ideas. This is one of the games that I always known it could be very, very good on A8 and one that I will ever wanted to see on A8. So many incomplete Project/Games!!!!...... Oh God!!!!..... José Pereira. -
I went in many of the BBC/Electron Sites and none have Prince. One of them also have the complete games download files. As I said I never heard about a "Beeb" version. Where do you get that? If this exists, some screenshots, please? Thanks, José Pereira. (P.S. Benfica scores 1 goal to Everton right now for Europa League. I'm not Benfica, I'm Sporting, but I'm always for Portuguese teams on foreigner games).
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What a shame for me. And I think I know all computer games versions from the80s.!... BBC version? I'm looking know for it. But without great expectations... I always remember their totally unremarkable/awnfull/unplayable Last Ninja I/II conversion... José Pereira.
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Probably with this we can talk better: Here's the Maps, I don't know from wich version (It was some years ago), it's a 16bit one: And also, the YouTube videos from the CPC version (Complete game - 1 to 5): results.html José Pereira
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Hello. As I said yesterday, no C64 or A8 versions of this one. This is a traditional Jordan Mechner game... Just see the players movement on this and on Karateka. About C64 and with it 16 colour map it could be a simple one to do. Also the Sprites to the Man/Enemy. On A8 the things are a little bit more harder. On a first view, it have to be in Antic4 5colour mode. If you see, most of the versions use 4/5 blue/white colours for the ground/walls. Untill here O.K. But how will you get yellow/Red colours for the Torches. The windows can be done with PMs. underlays, because they are on top of the screen and it is possible that Players don't reac there, but another ones are the Columms that support some ground floors. The Players must/have to be PMs... This is by now the first major problems I see on an A8 version. Another problem, not probably and if some of the coderrs here wants to explain is how the Players passes in front and behind some walls/collumms, because they use the same 2/3 colours. And this because you are using all PMs. for Players. But it is not all bad things for A8. One thing that I am 100% sure is that C64 can not reproduce faithfully the Blue/white and yellow colours and we can. I've been seeing all the Level stages of it on YouTube - CPC version. I think it can be a good example/hard work to port/convert this one to A8/C64. If someone interested in discuss here how it would turn on A8, solve this and/or other problems it would be great. This is one of the games I always llike to see on my small/GREAT Arari 800XL. I also have the complete game Maps from Prince1 & 2, but I don't rremember where and from what computer. Feel free to sen your suggestions/comments/ideas... Greetintings, José Pereira.
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CPC Colours, Games, ans some more
José Pereira replied to José Pereira's topic in Atari 8-Bit Computers
O.K. I'll say: PRINCE OF PERSIA. Must go now. Bye, José Pereira. -
CPC Colours, Games, ans some more
José Pereira replied to José Pereira's topic in Atari 8-Bit Computers
I see one game right now on You Tube and without intentiion to... And is one that no A8 &/or C64 versions. I think it could be a winner and almost all of you can approve. The Graphics can be very well trranslated to this two... <and the name is: ____________________________________ -
The tape has 2 tracks for stereo reproduction, but data is recorded on only ONE track of the tape, the other is usually empty - but for some games including the Lone raider it has mono music recorded on it... sTeVE And is this that C64 games also do? If this is the way, all computers with cassete reccorders wil perforrm this, right? And in Disketes on real machines with 1050/XF551 or Commodore's 1541 is it possible in some way? Thanks, José Pereirra.
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CPC Colours, Games, ans some more
José Pereira replied to José Pereira's topic in Atari 8-Bit Computers
Maybee I'll start and new war between C64 and CPC users and we will be happy to see Rokford turn to other place. José Pereira. -
Hello, here I am again. With CPC screen colours I always thought it uses more colours that sometimes it needs. Why? Because on 160 Horiz, resol. they can put any colour (16 maxim.) from 27, but sometimes it's more that what needed! The game turn to be a lit like Lots of pixels with lots of colours. And this turned worse because they were only with monitors and no T.V.s So, you see all, lots of pixels across all the screen, a little bit like C64 Colour Map game/screens but with not real colours. The CPC colours are very brighter, not very real. One thing C64, and I have to admit, that someone says here some days ago, have only 16colours but it's a very well choosen Pallete. The CPC games in 160Resol. always are more colourful than C64 ones, but C64 always (almost) wins in realistic colours. I only remember right now a game that they say, and I totally agree that CPC have the best version. And this one is "RAINBOW ISLAND". and I see why. CPC colours are very good to do Cartoon/lego alike games. I've been taken some screens and try to find some Maps of CPC Games, possible some interest ones for that Competition... Maybe later I can show some of them to you. José Pereira.
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Hello all. Real fantastic. What will we discouver more on A8? This could be or not "out of the Topic" but I have a K7 with the A8 game Lone Rider from AtariSoft, an old one, and it plays some music during the loading. I remember I put the K7 on my music system and I got Loading sound from one side and the A8 music from the other speaker. The program loads some somne bytes and then starts the music and it loads the rest of the program. From what I remember in my mono T.V. I only got the music. How this work? And by the way, is there any more games on A8 like this? In my library over the years I only get this one? And with Emulator, is possible to load, in some way, this games with music? And for C64, so well known about music during loading, what's the technic behind this one? Is it like on A8 "Lone Rider" game? José Pereira.
