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Posts posted by José Pereira
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Thanks Pete.
So, from what you said: PF2 win.
O.K. but in "this programmer's forget" what wins the PF from Sotware Sprite Char or PF2 always win?
Sorry about this one more questions?
Best regards,
José Pereira.
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Not an option in my case
Probably José's as well if I'm following all his posts properly 
Certainly designing a game from scratch I'd try to do it that way.
Pete
Here I am again.
This is just one more of my questions to learn some more possible ways to do some things.
Yes, I'll change all screen...
Taking your example>:
White(PF2) -> PF3 (Change PF3 colour from Red to white)
Red(PF3) -> PF2 (Change PF2 colour from White to Red.
I think now it's simply for you to understand.
As I understand Sotware Sprite movement/overlap Playfield routines are made by logical (AND/OR/...) operations.
What I am trying to know if in some way the programmer forget and a char using PF2 overlap another with PF3 (Logical operation between 11(>127) AND/OR 11(>128)).
(something like different priority bits set on Priority modes, you get Black colour)
Thanks,
José Pereira.
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Yeah, for 8 pixels then drawing the data into P5 will mask PF2. Switching PF2 and PF3 colours will of course only work if you're not using them elsewhere, or you'd have to inverse the whole screen. I'm not sure exactly what you mean to do with that? If the COLPF2 and 3 registers are white and brown then changing bit 7 of the char will just switch the char from white to brown or vice versa. There's no way to keep one of those colours and not mess up the rest of the screen. I think maybe I just don't understand yet what you're expecting to happen

Pete
I'll change PF2toPF3 and PF3toPF2. Than I'll have to change also PF2 colour(White) to Red and the inverse.
If you're two guys were only 8pixels, you can get one time white Priority and other time Red Priority. Understand now the idea?
Jose Pereira.
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Hi again.
PeteD you have one White and the other Red, O.K. What I want is one time I get White, and on another ocasion I'll get Red. Think you're two White/Red PFs. in a pseudo 3D like LN/Knight Lore/..., you sometimes have White priority, others Red priority.
I think my second question would fix this, 5th Player (PF3) always above all PFs (almost all times,... that 2+16 bug).
White PF2 change to PF3 and inverse, than use 5th Player. O.k., this will only work in 8pixels normal size (not in your FIST guys of course). Try to underswtand my 2nd question. What you think?
Thanks.
Jose Pereira.
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Hello again.
In G2F I choose 5th Player enabled, but I cannot do it.
G2F have or not 5th Player possibility?
Thanks one more time.
Jose Pereira.
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Hello.
I "dreamed" this last night:
If I have a screen full of chars, using PFs. and Backgr., what will happen if a software sprite with PF2 cross a Char with PF3? I know we can use 5th Player, but this one will be always above PF2, and will mask it"... What a coder do when two chars with PF2 and PF3 overlap?
My idea it's PF2 Char overlap PF3 Char, then OR command, I can choose if I'll get PF2 or PF3...
Someone can help?
Another question: For example, if I have White as PF2 and Brown as PF3, can I change PF2 Char to Inverse(PF3), maintaining White colour and the same for PF3 (Change to PF2, maintaning Green colour). This will be very usefull to use with 5th Player and Priorities)?
Any help? Thanks?
Jose Pereira.
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If you want to use software sprites in a screen similar to one created by G2F you have to limit a lot of things. The software sprites can only be made from PF colours and not BG colour (else any PMGs will show "through" your guys). You also can't change PF colours anywhere the guys will walk else they'll change colour as well.
I've looked fairly extensively at LN as a possible future project and it's very possible to do the guys as software sprites with software masking (as I talked about a while ago in the LN thread). That leaves all the PMGs for extra background colour. If you watch on the C64 version, most of the time if an enemy is on screen and has different colour "clothes" they tend to be the same as a predominant part of the background (or a near colour), so you use a PF colour for that also then you get multicolour software sprites and colourful backgrounds. Its exactly the same as I'm doing with Exploding Fist apart from there being no "masking" because the Fist guys don't go underneath anything.
You can of course use "spare" PMGs as extra colours for the guys, but imho that isn't needed and they're better suited to working in the background.
Pete
Thanks Pete. That is what I thinked (PF0-Black for Body, PF1-Hands/Eyes, but you cannot use other PFs. If PF2 it's green for example, you cannot use PF3 for enemy clothe, and PF3 as 5th PL. very difficult, I taked all shapes from That old LN engine, You Tube videos, Playing the game and it does not work (I think) in any of the Priority Modes when Players overlapp.
If you use only PF0 and PF1 for the guys you can have PF2/PF3 and Backgr. to change with DLIs.
You can use 2Pms for the guys.
Best is Priority 2(PM0/1-»(5th PL.)-»PF0/1-»PF2/3-PM2/3-»Backgr.) and Priority 8 (PF0/1-»PM0/1-»PM2/3-(5th PL.)-»PF2/3-»Backgr.). Change between this two Priority modes when Ninja have or not ppriority over Enemy.
My best idea (I think) it's PF0/1 for the Ninja/Enemy Body/Hands/Eyes, and P0 for Ninja Weapon, P1 for Enemy Clothe and if I use 5t Player for the nemy weapon begins the problem... Change beetwen P0 and P1 according to WHO HAS THE PRIORITY, it's simple, Enemy Weapon as 5th PL. doesn't fit in any of the Priority Modes.
The idea of PL. for Ninja Weapon it is to put different colours according to what weapon (Nunchakus/Staff - Brown, Swword (White).
Enemy Clothe as PL. because you cannot use PF2/3, colour clash problem and it will look better.
And if you start withh Priority2 you gget the first 2Pms. (also 5th PL.) above Pfs.. and youu sttill have PM2/3 to use under all PFs. I've tried in many screenns and this work. And you must not forget that you only have Enemys in 50/60% of the total game screens.
Thanks.
José Pereira.
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Hello.
We can create lots of screens using G2F (DLIs.+PMG colour enhancements), but is it possible to use a software sprite routine on the numerous screens.
You all know all my obssession about Last Ninja. I'vee been trying many things. What I said here using some PMs. for Players could work in LN1, but impossible in LN2 (need maany PMs for screen color enhancements).
The idea and my question it's if I for example create Players using PFs withh 1/2 Pms. on them, I can move them in each screen, done with G2F. The Software Sprite Engine will be the same for all screens, but I''ll get them in Multi-Load mode.
All this because I've been trying to create all the screen objects with an Editor, like C64, but even with many charsets, with only 128 chars and probably 40chars fot the Players Software Sprites it's impossble (I think?)...
Some of the coders here can help me and answer this?
And by the way what you all around here would do/use/ideas if you want to do LN o A8?
Thanks.
José Pereira.
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That type of thing would be useful for what José is trying to do by plotting a copy of the foreground "shape" into P3 and drawing a "sprite" in Pm5. Of course you're still limited to the size it's of any use for. Does it work on all the playfields or just PF0?
Pete
PeteD, can you explain better what you have in mind, try to use some easy English... How this can help me, for example, in all my Last Ninja thoughts and ideas?
Thanks.
Jose Pereira.
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That type of thing would be useful for what José is trying to do by plotting a copy of the foreground "shape" into P3 and drawing a "sprite" in Pm5. Of course you're still limited to the size it's of any use for. Does it work on all the playfields or just PF0?
Pete
Here's a picture showing PF0,1, and 2 and all 4 players.
Only PRIOR mode $18 yields unexpected behavior, giving Player 5 a dual-priority at the top and bottom.

Hello all!
Bryan can you post here your program listing or the file?
You use an Emulator or a real machine?
First: You use Priority 2 with 5th Player enabled (2+16). And with this: P0/1-»5th Player-»All PFs-»P2/3-»Backgr.
Soo, how that 2PLs. are only on top of one PF. That two have to be P0/P1, right?
Second: Can you simply do the P0/P1/P2/P3 without DLIs. (Normal size, and just one P0, one P1 and soo on), please.
Third: You are using ANTIC mode 4 or E (Gr.12 or 7)?
Fourth: Not important, but try to use for example yellow, pink,... (different type of colours for each PLayer).
Something here doesn't fit. It is not only one bug (if it is a real bug!...), I count two bugs: when 5th PLayer overlap other Players in the Playfield and P0/P1 doesn't have priority with all the PFs.
P.S. - Another thing, that came to my mind in this momment: Do what you show here, but without PFs, just Pls. overlap 5th PLayer.
Have you try with other priority numbers?
Thanks for your attention.
Jose Pereira.
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16 - WEST BANK (BANK PANIC)/ BANK BANG !
C64 (it's unofficial release, so maybe STE could tell us more about it
)C64
C64
The C64 version has better music, graphics, handling and more colours. The Atari version is poor and awkward (when you want to change a door, often you kill somebody by accident). On Atari there also aren't any gun duels after finished levels. C64 shot Atari again.
ATARI
ATARI
ATARI
Hello all.
Who said some days ago, that would like to see some game using Priority 0. The same for Bottom: The Balcon and bootom Scores can be in Hi-Resol. like C64 with PMs. addiction.
Select the correct colours for PFs0/1 and 2/3 then some good G2F artist simply can do it...
By the way, was EMKAY?
I'll try something with G2F, probably just for having more knowledge.
Bye,
José Pereira.
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Joined: 02-March 05
Location: Lisbon - Portugal
Hello.
It's me again.
Thank all for your help.
Yes, I know all that of 1,2,4,8 and 0 priority numbers.
But I was wondering what I could get with the other possible numbers.
In what you are saying, something I don't understand.
This picture (Horrible I know, just trying to be fast):
NINJA -PM0 and his Weapon PM1 on Multicolour mode
Enemy - PM2 and his clothe PM3 " "
Simply Priority 1 (Over all PFs.+Backgr.)
If ninja have priority over Enemy then Ninja(PM0/1) and if Enemy has the priority, simply PM0/1 to Enemy and Ninja's change to PM2/3.
But here comes the questions, in the LN particular case the Players overlap eachother. So, will this have anything in the colours, when they overlap?
ANOTHER QUESTION:The other possible decimal numbers all give black on all overlap places conflict(in all, all, no other lost/masked trick)? But what you mean of conflict? Only between PMs overlap or also with PMs.+PFs?
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Rybags
Posted Today, 11:21 AM
Post #7
Quadrunner
Posts: 5,246
Joined: 29-September 05
Location: Australia
You can't get conflict with Players over Players, except Missiles if being used as 5th Player.
Player priorities among Player 0 to 3 are set and remain regardless... of course there's the multicolour Player option that causes mix rather than overlap but only with 0/1 and 2/3 pairs.
The definition "conflict" - easy. Just look at the table showing priority sequence and compare if you have multiple bit setting. If one says "PL2 and PL3 on top of Playfield" but the other bitsetting says that Playfield is on top of PL2/3, then you have conflict.
This post has been edited by Rybags: Today, 11:22 AM
Stellar Shuttle, now with interlace and rotating rocks
Real Interlace (480i) on the Atari (demo)
Atari technical reference manuals thread
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José Pereira
Posted Today, 11:42 AM
Post #8
Chopper Commander
Posts: 221
Joined: 02-March 05
Location: Lisbon - Portugal
Thanks Rybags. I'm getting it.
For example 0011. Decimal number 3.
Bit 0 - (1) All PMs above PFs - Priority 1
Bit 1 - (1) PM0/1 -» PFs. -» PM2/3 -» Backgr. - Priority 2
If I put this two I'll get PM0/1 with and without priority with PFs, so eachtime they overlap PFs. I get black colour.
If I understand this, and I think i did this will be on all priorities in this way.
I have one idea, I have it, and with just the traditional priority numbers, but with this, oh,... I think you make my day!!!!.....
I'm going to do some study.
Thanks. You're great.
And A8, even with this GPRIOR and conflicts are a real wonderfull machine. An unique one.
I always wanted to know who was the brain(s) for this unreal/out of this world computer machine? How can someone think this kind of things!...
Any other old or more recent computer or Video Game System as something like this Priors Conflicts, Overlaps...?
Bye now,
José Pereira.
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José Pereira
Posted Today, 1:00 PM
Post #9
Chopper Commander
Posts: 221
Joined: 02-March 05
Location: Lisbon - Portugal
José Pereira, on Fri Sep 11, 2009 11:09 AM, said:
Hello.
It's me again.
Thank all for your help.
Yes, I know all that of 1,2,4,8 and 0 priority numbers.
But I was wondering what I could get with the other possible numbers.
In what you are saying, something I don't understand.
This picture (Horrible I know, just trying to be fast):
last_ninja_02.PNG
NINJA -PM0 and his Weapon PM1 on Multicolour mode
Enemy - PM2 and his clothe PM3 " "
Simply Priority 1 (Over all PFs.+Backgr.)
If ninja have priority over Enemy then Ninja(PM0/1) and if Enemy has the priority, simply PM0/1 to Enemy and Ninja's change to PM2/3.
But here comes the questions, in the LN particular case the Players overlap eachother. So, will this have anything in the colours, when they overlap?
ANOTHER QUESTION:The other possible decimal numbers all give black on all overlap places conflict(in all, all, no other lost/masked trick)? But what you mean of conflict? Only between PMs overlap or also with PMs.+PFs?
-----------------------------------------------------------------------------------------------------------------------------------------
HOW WILL I GET THE LN SPRITES:
I thinked and no, in LAST NINJA, I will get so many conflicts, but these thing of the CONFLICTS may be usefull on other games.
I'll return to my old way.
Now it's time to reveal it!... I said I discouver. I am wondering how this takes me months...
Just see these picture with the two uggly Players.
PM0/1 to Ninja body and Weapons
PM2/3 to Enemy body and clothe
Using Multicolour I get a third colour on Enemy(PM for Shoes and Eyes and 3rd colour for the clothe).
In Ninja PM as Black for Body and another PM for the Weapon. Here I don't get Multicolour (All colours with black give us this colours on overlap). I get Brown and Black for the Nunchakus, Brown for the Staff and White for the Sword.
Only one colour that is the same in all the game. Pf0 - Black. Use PF0 for Enemy Weapon.
Normally use Priority 1(All Players priority over PFs.)
Normally Ninja PM0/1 and Enemy PM2/3 When they overlap, if Enemy has priority change Ninja to PM2/3 and Enemy to PM0/1.
Because PF0 (Ninja Weapon) it's Black, when it overlap Ninja body, it will be under Ninja body, but you don't see, because it's the same colour as Ninja Body.
Carefully use of the position of Ninja Weapon when overlap Enemy weapon.
Weapons always under Bodys.
Better than C64, because Ninja different colours for weapons.
Better than C64 - 3 colours for Enemy (I can get that coloured Enemys in LN2/3). O.k., no Hi-Resol. Sprites, but here we don't have any choice.
Only something like ten twelve shapes for Ninja Weapon1 and 2(Nunchakus - only 3/4). Only two Software Sprites in all the game.
The other Enemys and moving objects are PMs. (See the C64 version, when the Dragon fires, the waterfall, the bird, The Magic Fountain, Objects to catch, you don't have Enemy on this screens, and on A8 you can have it, if you use DLIs and put them on another lines).
You may think that no possible, because I must have PMs. to colour thgings. O.K. Yes, and no!...
First the Enemys only appear in 50/60% of the total game screens, and here you can use Priority 2 (only Ninja above Pfs.).
But also on screens with Enemy if they are on diffrent lines.
Another thing, it's that I only have one colour that has to be the same for all the screens (PF0 - Black, because of the Enemy Weapons). I can say you that I have some screens by now, and all seen and know how and where I'll put DLIs. and PMs.
I also have done some redesign of the Status Area (Many colours on letters) and you'll see all the objects and Weapons coloured with their real colours.
But another great thing can become true.
I can get with the using of PMs and with Prioritys numbers simple change in concrete place and/or PMs. changing numbers the Ninja walking on the floor with or without Priority over the screen graphics.
Another simple trick it's if I use GPRIOR0, Ninja Body (Black), doesn't get Overlap (Black always loose), so simply put of GPRIOR0 let Ninja be cover by PF0/1 but will walk on the Grass (PF2), Over Trees PF3(Brown) and Backgr.(The walkway). Or if Ninja is PM2 it can walk Under all the objects (This only work untill the middle of the first Level, Because Ninja it's only 1PM, it's untill he catches his first Weapon).
Ninja can simply walk on all the screen. And what is really great here, is that you just have 2 Software Sprites, so more simple fast, where are the MASKS? No need. Just Software Sprites for Enemy 2 Weapons.
I've taken and almost all Ninja/Enemy/SKeletor/Ghost/Magic Fountain/BIrd/Waterfall by now.
Also all the weapons for the Control Panel.
Some minor problems with the Status Panels, but nothing impossible.
O.K.! I have one problem:
When Ninja goes Up you don't see the Eyes and Hands, but when he moves down you see them. The hands, they can be Black, like the Enemy It has the hands with the same colour as the Body), but the Eyes. But I have a solution. I Have the other Ninja Missile free (the ones from the Weapons), I can Put in on the Eyes. I'll get one problen, sometimes Brown, and other White. But it will not be many of a problem (The Eyes it's just one Pixel and only when Ninja moves down, you probably almost never see it). But if some good coder have the solution, it will be great.
As you all know, I'm not a programmer so I'll try to the screens, objects on this basics. If someone wants to helps, GREAT. If some coder want to do with me GREAT. If some has better ideas GREAT. But not the ones that I'm trying to do as I want. Or I cannot do this!...
I have get all of this. If no one will code it or give ideas, no problem. I'll do LN1/2/3 and even the version from the Soa's Editor. Even if this takes me years.
This idea I have, it's so simple that have nothing that cannot work. Memory it's not a problem. Cartridge release (HOW GREAT IT WAS), but even Multiload, no problem. The other one from Poland done the screens of one Level of LN2 (The Sewers) and they load in Emulator almost instantly (By the way, I've been there on Atarionline PROJECT "LAST NINJA" and I got all his stuff with "disabled" message).
Your Atarily,
JOSÉ AGOSTINHO LOPES PEREIRA GODINHO.
LAST NINJA
I'LL BE BACK WITH SOMETHING MORE!!!!!!!!!!!!...............................
-
Hello.
It's me again.
Thank all for your help.
Yes, I know all that of 1,2,4,8 and 0 priority numbers.
But I was wondering what I could get with the other possible numbers.
In what you are saying, something I don't understand.
This picture (Horrible I know, just trying to be fast):
NINJA -PM0 and his Weapon PM1 on Multicolour mode
Enemy - PM2 and his clothe PM3 " "
Simply Priority 1 (Over all PFs.+Backgr.)
If ninja have priority over Enemy then Ninja(PM0/1) and if Enemy has the priority, simply PM0/1 to Enemy and Ninja's change to PM2/3.
But here comes the questions, in the LN particular case the Players overlap eachother. So, will this have anything in the colours, when they overlap?
ANOTHER QUESTION:The other possible decimal numbers all give black on all overlap places conflict(in all, all, no other lost/masked trick)? But what you mean of conflict? Only between PMs overlap or also with PMs.+PFs?
I thinked and no, in LAST NINJA, I will get so many conflicts, but these thing of the CONFLICTS may be usefull on other games.
I'll return to my old way.
Now it's time to reveal it!... I said I discouver. I am wondering how this takes me months...
Just see these picture with the two uggly Players.
PM0/1 to Ninja body and Weapons
PM2/3 to Enemy body and clothe
Using Multicolour I get a third colour on Enemy(PM for Shoes and Eyes and 3rd colour for the clothe).
In Ninja PM as Black for Body and another PM for the Weapon. Here I don't get Multicolour (All colours with black give us this colours on overlap). I get Brown and Black for the Nunchakus, Brown for the Staff and White for the Sword.
Only one colour that is the same in all the game. Pf0 - Black. Use PF0 for Enemy Weapon.
Normally use Priority 1(All Players priority over PFs.)
Normally Ninja PM0/1 and Enemy PM2/3 When they overlap, if Enemy has priority change Ninja to PM2/3 and Enemy to PM0/1.
Because PF0 (Ninja Weapon) it's Black, when it overlap Ninja body, it will be under Ninja body, but you don't see, because it's the same colour as Ninja Body.
Carefully use of the position of Ninja Weapon when overlap Enemy weapon.
Weapons always under Bodys.
Better than C64, because Ninja different colours for weapons.
Better than C64 - 3 colours for Enemy (I can get that coloured Enemys in LN2/3). O.k., no Hi-Resol. Sprites, but here we don't have any choice.
Only something like ten twelve shapes for Ninja Weapon1 and 2(Nunchakus - only 3/4). Only two Software Sprites in all the game.
The other Enemys and moving objects are PMs. (See the C64 version, when the Dragon fires, the waterfall, the bird, The Magic Fountain, Objects to catch, you don't have Enemy on this screens, and on A8 you can have it, if you use DLIs and put them on another lines).
You may think that no possible, because I must have PMs. to colour thgings. O.K. Yes, and no!...
First the Enemys only appear in 50/60% of the total game screens, and here you can use Priority 2 (only Ninja above Pfs.).
But also on screens with Enemy if they are on diffrent lines.
Another thing, it's that I only have one colour that has to be the same for all the screens (PF0 - Black, because of the Enemy Weapons). I can say you that I have some screens by now, and all seen and know how and where I'll put DLIs. and PMs.
I also have done some redesign of the Status Area (Many colours on letters) and you'll see all the objects and Weapons coloured with their real colours.
But another great thing can become true.
I can get with the using of PMs and with Prioritys numbers simple change in concrete place and/or PMs. changing numbers the Ninja walking on the floor with or without Priority over the screen graphics.
Another simple trick it's if I use GPRIOR0, Ninja Body (Black), doesn't get Overlap (Black always loose), so simply put of GPRIOR0 let Ninja be cover by PF0/1 but will walk on the Grass (PF2), Over Trees PF3(Brown) and Backgr.(The walkway). Or if Ninja is PM2 it can walk Under all the objects (This only work untill the middle of the first Level, Because Ninja it's only 1PM, it's untill he catches his first Weapon).
Ninja can simply walk on all the screen. And what is really great here, is that you just have 2 Software Sprites, so more simple fast, where are the MASKS? No need. Just Software Sprites for Enemy 2 Weapons.
I've taken and almost all Ninja/Enemy/SKeletor/Ghost/Magic Fountain/BIrd/Waterfall by now.
Also all the weapons for the Control Panel.
Some minor problems with the Status Panels, but nothing impossible.
O.K.! I have one problem:
When Ninja goes Up you don't see the Eyes and Hands, but when he moves down you see them. The hands, they can be Black, like the Enemy It has the hands with the same colour as the Body), but the Eyes. But I have a solution. I Have the other Ninja Missile free (the ones from the Weapons), I can Put in on the Eyes. I'll get one problen, sometimes Brown, and other White. But it will not be many of a problem (The Eyes it's just one Pixel and only when Ninja moves down, you probably almost never see it). But if some good coder have the solution, it will be great.
As you all know, I'm not a programmer so I'll try to the screens, objects on this basics. If someone wants to helps, GREAT. If some coder want to do with me GREAT. If some has better ideas GREAT. But not the ones that I'm trying to do as I want. Or I cannot do this!...
I have get all of this. If no one will code it or give ideas, no problem. I'll do LN1/2/3 and even the version from the Soa's Editor. Even if this takes me years.
This idea I have, it's so simple that have nothing that cannot work. Memory it's not a problem. Cartridge release (HOW GREAT IT WAS), but even Multiload, no problem. The other one from Poland done the screens of one Level of LN2 (The Sewers) and they load in Emulator almost instantly (By the way, I've been there on Atarionline PROJECT "LAST NINJA" and I got all his stuff with "disabled" message).
Your Atarily,
JOSÉ AGOSTINHO LOPES PEREIRA GODINHO.
LAST NINJA
I'LL BE BACK WITH SOMETHING MORE!!!!!!!!!!!!...............................
-
Thanks Rybags. I'm getting it.
For example 0011. Decimal number 3.
Bit 0 - (1) All PMs above PFs - Priority 1
Bit 1 - (1) PM0/1 -» PFs. -» PM2/3 -» Backgr. - Priority 2
If I put this two I'll get PM0/1 with and without priority with PFs, so eachtime they overlap PFs. I get black colour.
If I understand this, and I think i did this will be on all priorities in this way.
I have one idea, I have it, and with just the traditional priority numbers, but with this, oh,... I think you make my day!!!!.....
I'm going to do some study.
Thanks. You're great.
And A8, even with this GPRIOR and conflicts are a real wonderfull machine. An unique one.
I always wanted to know who was the brain(s) for this unreal/out of this world computer machine? How can someone think this kind of things!...
Any other old or more recent computer or Video Game System as something like this Priors Conflicts, Overlaps...?
Bye now,
José Pereira.
-
Hello.
It's me again.
Thank all for your help.
Yes, I know all that of 1,2,4,8 and 0 priority numbers.
But I was wondering what I could get with the other possible numbers.
In what you are saying, something I don't understand.
This picture (Horrible I know, just trying to be fast):
NINJA -PM0 and his Weapon PM1 on Multicolour mode
Enemy - PM2 and his clothe PM3 " "
Simply Priority 1 (Over all PFs.+Backgr.)
If ninja have priority over Enemy then Ninja(PM0/1) and if Enemy has the priority, simply PM0/1 to Enemy and Ninja's change to PM2/3.
But here comes the questions, in the LN particular case the Players overlap eachother. So, will this have anything in the colours, when they overlap?
ANOTHER QUESTION:The other possible decimal numbers all give black on all overlap places conflict(in all, all, no other lost/masked trick)? But what you mean of conflict? Only between PMs overlap or also with PMs.+PFs?
-
Hello.
Archer was really an A8 fan. I read is interview in Retrogramer some months ago and as I remember he said there he discouvers Atari after his first conputer (VIC-20? I'm not sure...) and was amazed by the priorities. I don't remember many of the interview. probably someone can scan this?
O.k. It could done more games. I'm sure it could have done some great games. If the A8 market was near ZX, C64 and/or CPC, I'm sure some people will appear. Ivan Mackintosh, Chris Paul Murray and Archer MacLean, but if Eastern Europe discouver A8 in 84/85 (probably they put down the Berlin wall on the beggining of Eighties)...
Being here on the end of Europe, and with A8 and ZX only computers on that time, here A8 was the second one. The C64 only arrives at the same time of ST/Amiga. As I remember was the same shops that bring Amiga that try to sell C64 with the name Commodore and try to show it was a cheaper Amiga.
My side brothers, the Spanish have also the ZX as the first, but like french the CPC was the 2nd, probably was MSX. They had in Spanish the same we had in Poland/Czech. They have many software houses, and they done very good games. I always see the Spanish magazines (because of the similar language). we all here prefer MicroMania (a kind of Computer and Video Games - but with better looking colours and presentation, many, many Pokes to get infinitive lives on ZX, MSX, C64 and CPC. And real full size Maps with all the screen games, I think it's from here I BECOME MAD WITH GAME MAPS)and MicroHobby (zx Spectrum).
Topo Soft, Opera House, and the best known Dinamic (Army Move, Navy Moves,...) And if you take that magazines, many of the games were for the Z80 machines. I think some C64 versions was mostly for U.K. market. Everytime I went to Spain, I didn't remember to see any C64 at the shops.
The Spanish distributors like ERBE, ZIGURAT and others import the games and you'll saw everytime a MSX version. A complete, simply and ripped ZX port. You see Out Run on MSX colour in Japan and the Ugglish monochrome in SPain.
In Poland, if they done for the A8 like the Spanish for the MSX!...
Greetings.
José Pereira.
Bye.
José Pereira.
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Hello.
We put priority in bit 0 to 3 of 623.
Soo, it's 1,2,4,8
But, as a 4bit- 0000 to 1111, you'll get 16 different numbers.
0000 - The Stuff of the 23 colours.
0001 - Priority1
0010 - 2
0100 - 4
1000 - 8
But the other ones, different combinations, diffrent decimal numbers.
0011, 0101, 0110,00111, 1001, 1010, 1011, 1100, 1101, 1110, 1111.
Someone knows how this will work on real machine, if we put this values into poke 623,...
Thanks,
José Pereira.
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Sorry. I'm on the streets in paying places.
It's a little bit harder to understand what I wrote. Try if you can.
I Desesperate need some answers, just to know if i am right.
tHAnks
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Rockford please stop sending all these screens.
I know what you're like!
You're like me in the eighties.
Just seeing all those magazines photos and so sad without A8 version of a game. Then, I started count no. of colours. On that time I only know about A8 graphic modes, nº of colours, DLis and PMs.
And you, you? I think you don't even know anything about C64 modes, sprites...
If you know anything you'll send screens of real games with many colours/sprites on screen (Armalyte,...)
You're only comparing Budget games. And you know why, because you only see that ones in A8(sadly to A8 users).
I could waste my time and show you that even that C64 versions were done by 2nd kind C64 programmers. If they were done by real C64 ones, you could show us something with more substance.
Like some people say sometime to me, first try to learn (And I sometimes I think they are not right, the way I feel or that I was just trying to help).
José Pereira.
(P.s: - By the way Chimera could have a Sprite (p.M.) on A8. PM0/1 Multicolour on one side and PM2/3 on the other side. We get 3 colours and Priority 2 (2PMs. above PFs and the other 2 under - I think this will work)
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Hello all.
Please Read all this Post (even if seems a little SIZED and try to follow my mind and sorry for the bad English.
I stopped this here, because I wanted to learn and debug the C64 version as much as I can. Playing the game and YouTube videos thousands of times. 16colours on C64, simple to put, even more on A8. But I cannot do Players. If I use Software Sprites, only 2colours for it (probably a third one - Backgr.), and 5th Player in the way it is standing on priority modes it's almost useless. So, 3/4 months later I think I have get the solution. The other problem was first the port to G2F and/or a Level creator. But, this is not anymore.
I will try to improve the things. As you all know, I'm not a programmer. I will try to get some answers from you, and build the screens, do all the objects/weapons with a Editor. I know how and where the Players cross above on under eachoter. The C64 Players movements, has some bugs that I'll show you when I have my A8 things done. On A8 they will be on the right way. I my movement idea on A8 works I only have one limitation, but it's not a bug/non-sense and only on little parts of some screens (it has nothing to do with gameplay and the principal enemy only appear on no more than 50/60% of the total screens).
I know that all you coders around there have your own projects. So I'm not trying to take anyone. Maybe in the near future!... If I can do all I have in mind, I think I can offer the artwork to someone do the code. Not on my way, probably with changes, but my way it's free to choose in many directions. What I want is give the complete ideas and game graphics to someone code, or, if anyone interest, change the wrong things.
I never give up with this one, so I have been working for months in it. I got all objects, Enemy and Ninja Shapes, How to do screens with colours overlays. But two things were missing and I was I was stucked.
O.K.?
Now C64 Players:
C64 have 8Sprites.
In LN they are in Hi-Resol.. As I think I know each one it's 24x21 (Hi-Resol.). The sizes I have it all, so consider, just follow my ideas, and say if I'm right:
NINJA BODY- 24 horizontal (widest size - Kicking) - 1 Sprite - Black, but 2 because it's 2 C64 Sprites tall.
NINJA EYES and HANDS - 1 Sprite (Pink colour)
NINJA WEAPON - 1 Sprite, it,s Black, but it uses allmost all 24 horiz. size and when it is onb horizontal position Ninja+Weapon032 Horiz.
ENEMY BODY - 2 SPRITES (BLACK, Like Ninja)
WEAPON - 1
EYES+CLOTHE - 1
If you play or see the videos, all the other Objects, Hi-Resol. or not are only on screens where you don't have the Enemy.
Seeing the game thousands of times, LN1 (LN2 has one improvement) uses. I think they put all things Black and only change the priority between Ninja Eyes and Enemy clothe. This was the simply solution they get. AM I RIGHT HERE?
Now if A8 have more sized PMs... Ninja Body+Weapon PM0 and Eyes/Hands PM1. Enemy Body and Weapons PM2 and clothe PM3. And if simply Players were only above Graphics, then I can simply use Priority 1. OI only have to change Ninja and Enemy no. when they cross under or above eachother. AM I RIGHT AGAIN?
But of course (and sadly) we don't have more sized PMs. (Horizontal) and have to use them, but not all. Another mess it's that if I use 1/2 PMs. with Enemy, the greatest problem it is not the colourless on screen graphics but problem with priorities and graphics overlap. Players have to use PFs and 1/2 PMs. So it where I was stucked... But no more (I think...). I probably find a solution, if not 100%, probably I'm not farway... Don't be angry with me for don't tell you my idea. I want have almost, almost 100% certain. I only say that I use 1 for Ninja weapon (get different colours - Staff-Brown, Sword - White) and another(s) for Enemy and their bodies as PFs. TAKE MY IDEA IN MIND, IF YOU THINK IT CAN WORK THIS WAY, WHAT PRIORITIES YOU WILL USE (TO CROSS NINJA BODY(PFSs.+WEAPON(PM) OVER ENEMY BODY AND CLOTHE (COULD BE ALL PMS, PM(S)+PFS, BUT NOT ONLY PFS)?
Please try to answer and give me your opinions/ideas/suggestions.
I know that Masks and overlapping between Players and Graphics are another problem. In my idea I think it only exists one limit on Players movement, but just a little one with the Enemy under Ninja and it crosse Graphics (Only 2 PFs+Backgr.+1 PM. Underlay).
Send me your suggestions. I just need untill monday to know if it can be on the way I think. I will not get your ideas as mine, because as you can see I put here many of my idea, soo, when I reveal it, it has to be like I said above.
Send me yours first. I don't want that you call me crazy/silly right now.
Sorry for my so long Post (as always are)...
Greetings.
Yours ATARILY,
José Pereira.
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INP has less flickering. Much less. It only changes between 2paletes. I have been trying many ways of choosing colours. And select four real ones and the other four flickering. I am now trying to understand how it is done. I have another one of my crazy ideas: For example:
The crazy idea it's put the lickering on green colours, And get the real PFs. as 2browns, black and another one (Forget players I will erase them - PMs. in a game, PM0 and 1 for our Player and Enemys with Pm2 and 3 Multicolour, using Dlis. and re-use, like Ripper Demo to get many of them on screen. The idea about this particular one is put flicker in the trees and on sea on other screens, with a clever use the flicker can give the idea of moving the plants. This can be done with many more games. For example:
LN2_1.htmlLN2_2.htmlln2_3.html
You can get the idea of car light, the fire,... flicker as real changing of colour. Understand what I mean.
And see what I got, when I load Ikari Warriors from Lemon64:
This guys were crazy or what. Probably the worst game on C64 history, why using other sizes. The only one I know in C64 that use Sprites greater size it's on 1st or 2nd Level of LastNinjaI when one of the two dragonsmouth send fire.
But carzy ideas apart, the AIS it's real great. The .MIC direct conversion is what I am looking for years. What I have in mind as a project, I have many things done, others in mind, all objects taken, maps, Players movements and prioritys like on real A8, Screen Master done. And I don't have to say wich is the game... I think I can put here something in a week. With AIS I choose the 4 real colours and save it to use with PMs. and DLIs. on G2F. Then I choose the other 4 and save to .BMP. Put G2F on the left with loading .MiC of my monitor and the .BMP on the right side. First I do the DLIs., select what colour I want to be PF0/1/2 abd Backgr., put the 5th colour and finally and simply use PMs and paint the objects that I see in .BMP in my G2f screen.
And "voila", I have a new screen done in minutes.
Yours Atarily,
Jose Pereira.
(P.S. - PeteD - This is what I said on the past, this is what I always think that G2F must have and not had to use GIMP (that you proudly help me) or other ones. By the way, I hope you succeed wint Exploding Fist and many more in the future, sinceraly. Sometimes I think it is my bad English, I just was only tryindg to help and want to see many new things and unreleased games on A8. So Peace (Only peace, love I prefer with a great looking girl))
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Great it's there, great. I never know that I have to put on 40 wide format. I never change to 40 or 32 if I am just trying pictures on G2F.
Today I learn many new things, and the day isn't over!...
José Pereira.
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And one more thing:
Sorry about some of my questions. They can seem a little bit strange and silly, but in particular about this topic, I always read about this modes, but I always know that they produce Many, many flickering. Now I simply export in 8/16/64 colours format to .XEX format and see them on Atari800WinPlus Emulator. And it's what I always know (Even if today it was the first time I tried this modes - that's why I said "new modes", they were new for me as trying).
Greetings,
José Pereira.
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Hello all!
Many Thanks for your help Kaz. I now see Export options.
I put some images in .MIC format, then I tryed to see what I get if I use them on G2F, so that I can use DLIs. and PMGs. to enhance the no. of colours. I got a totally understanding screen, with all pixels mixed. I think it is because AIS is a bitmap mode and G2f a char mode. But can I use this .MIC in G2F in some way?I would be able to answer you, but show me MIC picture you prepared for G2F.
See the .MIC picture done in AIS:
And what I get of this picture when I load it to G2F:
Greetings,
José Pereira.
(I uptdated my Personal Page some days ag,if someone have some of my preferenceres and wants to talk, and/or change ideas/thoughts It would be great!... Thank you all!...)

Moving Software Sprites
in Atari 8-Bit Computers
Posted
Sorry, but I need to put you some more questions:
An ANTIC4 Char it's 4x8. A Software Sprite using this Mode it's done with a x number of Chars.
If you move your Soft Sprite 1 Char everytime I understand all that AND/OR logical operations.
But in a game you move it 1 pixel at a time. Can you explain in a simple English/pratical way how this is done, when it overlaps Playfield?
Thankss you all.
José Pereira.