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Posts posted by José Pereira
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I think I have, 1 hour or so later, the solution.
PeteD you count 64 pixels wide. It's 32 on 160Resol. So, it's 1Player at quadruple size.
First create Player and Enemy(Pink and Black as PFs. colour) with the clothe as bakground colour. Then create two Players at quadruple size, a simple cell (it will be 32x32 in 160mode pixels resol., one white and other red. Put them in Player and Enemy place. Choose Priority4, all PFs. above PMs.
It is a kind of inverse. On bottom floor the Player cell are under the yellow (yellow will be a PF in this place as the pink and black).
On above places, where you have graphic pixels, change this PF yellow to another colour (outside screens) or not (inside screen). The Pink colour as you can see are in the 4 screens from FIST I. Change black colour to one of the darkest grey colours (06 or 08 number). You need 1 dark grey in all the screens (you loose black, but on Player/enemy the head, Shadow,... as dark Grey it's not bad). In all cells the 2Players will be under PFs.
You still have 2 more colours as PFs.+1 Backgr. colour in outside area+8 pixels(160 mode) White missile in quadruple lenght+8pixels(160) Red missile in quadruple lenght+ 2colour to other 2PMs(Player8pixels+Missile2pixels in quadruple lenght=40 pixels each-160mode).
When you create the masks you only have to put the clothe as background colour, any colour possible, because Player will always be above it and under PFs.).
Also, on above areas, higher, where Players don't reach, change PMs. priority to 0mode. You can get that overlapping technic, and if PM1/2 and PM3/4 overlap eachother, then all this together, you'll get the so talked 23 colours in each line.
José Pereira.
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Can you post a picture.
I'm in a public place, using someone else computer.
Thanks.
José Pereira.
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Last Ninja it's more simple, because Ninja and enemy body it's black(PF0) and Middle Grey to eyes and hands(PF1), the walkway as background colour.
In this way Ninja and enemy's colour are one of screen graphics colours. Only one Player (and just a Player, not need 1 missile) for the Enemy's clothe. (different colour clothe, like C64 version).
I think here on Fist the idea, could be the clothes (white and Red) be one of PFs. colours. and... Forget. I'll try latter on. Need coffee!...
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I'm seeing YouTube videos screens of C64 version.
Probably will try some screen on G2F, in a way to do players cross the area.
Yes, it's very difficult.
My level creator probably will only work in IK+ (probably the author see this or know by someone), someone wrote he will come back to this project soon.).
This is real a challenge. Not the game in itself, but the way the players cross the screen graphics. The movements here or on IK don't are so different...
José Pereira.
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PeteD:
Something like my idea of "logical words" on software sprites could do the work of masks.
Don't do a poor version, with players not on screen graphics. Do it in the better way, and the most difficult, the players cross the screen graphics.
It was you that said that are interested in Fist because of all that thecchnical stuff!...
José Pereira.
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Doing one or doing 1 hundred of screens it's the same.
I think that on a 64K version you can put 4 screens on each load.
The trickyiest thing it's creating the softare sprites.
So, with totally defined rules by the programmer, anyone of us can create the screens and send to it, to put on the final game version. Or, on the "Create your own screens version".
And this idea of creating new levels can be put in other games. We only need that SOFTWARE SPRITE ENGINE (automatic masking - once again, please read my post: "SOFTWARE SPRITE ENGINE - A possible good idea".
Don't call me crazy right now. Answer first with your suggestions and your own ideas.
And this it's not to enter in collision with C64 owners. It's just to put the best on our A8.
Do new games. Convert oldest. BUT PUT THERE NEW IDEAS (I also have some new features I would like to see in an A8 version of LAST NINJA...).
Yours ATARILLY,
José Pereira.
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Just put things in a correct place.
Please only talk about this game.
I like to see as many as possible new and old games port/conversions on A8.
But I think that they must have something new. For example, in this game, doing a conversion like C64 version, what gives more to A8 world? Just to say we also have it? Discuss, it has more colour here or there?
No, if someone take this project, probably, take my ideas, or others that will replly this post. It will be a better game if you take others suggestions.
These it's for Exploding Fist. But you can create other games topic.
WHY NOT CREATE A TOPIC WITH GAME NAME. For example: DOUBLE DRAGON. With lots of ideas, suggestions, maps, sprites, sound, coding,... probably someone will take the project.
But returning on this game, my idea it's:
FIRST - LOADING OPTION SCREENS:
1- Choose No. of players (One player, Two Players, One player against computer (with two players), Two players against computer (with one player)
2- Choose wich game you want to play (Fist I,II,Your own game)
FIST I: The original 4 screens of the C64 version:
FIST II - Not that bad pseudo scroll. Take some screens from there (static pictures), I choose Angkor Temple, Vietnam Bambu House, the inside water fight, Egypt, Some more you like and/or can create:
CREATE YOUR OWN SCREENS - A nice new feature.
Creature from 1 to 4 screens using G2F and use on the game.
Will be great, people can play new screens from others.
The software sprite masks, can be done in the a kind of way that I talked in the other topic: "SOFTWARE SPRITE ENGINE - A possible good idea"
And the other new thing, it's that in the screen you choose the No. of players you could play all the screen games as 1player, 2 players, 1 player against the computer (with 2players) or 2players against the computer (with 1player).
This idea it's to put the FIST+ in all the screens, in all the versions.
I think my ideas are great!...
And you what you think of them?
And what other ideas you have?
Who wants to take this?
Greetings.
José Pereira.
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L.K. Avalon only 1 game on both machines: Darius Zolna HANS KLOSS.
They have agreement with Zeppelin, so we had Fred and Misja (Mission Shark) on U.K. under Zeppelin brand and I think that you also had some Zeppelin games in Poland under L.K. Avalon brand name.
I recently saw that the same of this also apllys to some C64 games.
So, returning to HANS KLOSS, the only major difference it's the tittle screen, more colourfull on C64 (but these can be modified with todays G2F). I never played the game in C64, so if any of you played it, probably can said more.
Here comes the screens:
C64/A8 versions.
José Pereira.
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Fantastic.
Never seen this Site.
Look what I've found
(And that papers from Karsten Schmidt (all papers there))
Many more about Atari (all machines), but I don't have more time now.
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Thanks Tezz.
José Pereira.
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No. I don't drink any coffee today. I probably need one or two.
Greetings.
José Pereira.
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About seeing that news in atarionline.pl
I click on the adress Tezz put here. It goes to the beggining page of atarionline. And where this screenshots.
Thanks for help.
José Pereira.
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PeteD that 2 screens I saw in MicroMania magazine I think they were from Fist (the 1st version).
I think only that 4 screens are boring. If someone will put his fingers on this, more are welcome, like IK.
I taked this,
CPC version
And this about the player's movement (the sames apllys to enemy, just change clothe+head shape):
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PeteD that 2 screens I saw in MicroMania magazine I think they were from Fist (the 1st version).
I think only that 4 screens are boring. If someone will put his fingers on this, more are welcome, like IK.
I taked this,
CPC version
And this about the player's movement (the sames apllys to enemy, just change clothe+head shape):
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Returning to Exploding fist, I will like to see an A8 version. But what it has that makes a difference? I like to see all games of Melbourne House, Ocean, Virgin, Activision,... on A8!... But it's not possible.
I just see some videos of it on YouTube, I see only 4 screens (3 outdoor and 1 indoor). As I remember, from a Spanish Magazine (MicroMania) I saw more 2 ones (with Anghkor Temple and other in the Jungle with a Bambu house). If someone will port this game, please find these 2 pictures, and why not take more from other games, or create new ones.
José Pereira.
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The Amstrad CPC has 16 colours on screen on the 160 mode. The reason they put the players in a large area without drawings (only that man and the 2 anymals) it's because they don't have sprites. It's simple in this way to do the players as software sprites and the correspondent masks.
José Pereira
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Hello all.
Seeing a post NRV send to me yesterday on the SOFTWARE SPRITE ENGINE Tread.
And my crazy idea of taking all game maps I can found, I take Super Mario Bros from NES.
Then start to scroll all the levels many, many times to see how it can be done in A8 with just simple DLIs.
So, I post here yesterday a post, because I want to find some chars&font creation program. I only know of Tiger Developments Programmer Workshop.
But no other, this will do what I want. Creation, Horizontal Scroll and screen DLIs., as far as remembered from the past.
This game as you can see in the maps, can be a simple creation with a programm like this.
You will only change from NES High Resolution to our 160 Antic4 one.
So, in the first Level, part 1 with 3&4 DLIs. you can get something like I done above.
The Panel letters can also be done in Hi/Resol. with lines to give more colour and a Playet to the coin.
The Mario and enemys you see here are not the real ones. You can put 2 Pms. in multicolour that will give Mario 3 colours.
Seeing all the enemys across all the game with clever DLIs. in the screen, they can all be just software sprites *in NES version their colours are the same ok playfield(.
This give me 2 Pms. to put more colours on screen.
Software sprite engine in this one it is very simple.
So, my example will change a bit in the future, probably with other colours. This was only an example I've done in an hour.
Need to find a good char editor, or probably not.
Jose' Pereira.
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What happen to this game being produced by the guys from Atlantis Games Group?
José Pereira.
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I have Programmer Workshop from Tiger Developments.
But was wondering if more exist of this king...
Probably, good if I have one done on P.C. and then transfer to A8.
The files from Robbo Forever constructor are one of this?
José Pereira.
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Hello.
Congratulations to your project.
I agree with Rybags. We don't know what would be Arena, Palace,... but if you put an Engine (me again, and my engines) everyone could create their own Alternate Reality. It was a big challenge.
If you want, you can visit "lastninja.lemon64.com" and see the engine someone (Soa) create to this game.
Your project is based on A8 version. Some hipotetic way of put this in real A8 (with emulator)?
Off topic now, but I take this oportunity to say:
"A game originally designed to A8 and you see all the beauty of it!..."
Why Acrin1 don't use C64 version. Too obviously.
José Pereira.
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I try this one today for the first time.
I run .Atr and see with DIR the files
Run ZXE.COM and with L option try to run .SNA examples there, but now way. It start run, but then it stops. I press a key, and an error on screen appeared.
What's the problem?
José Pereira.




THE WAY OF THE EXPLODING FIST
in Atari 8-Bit Computers
Posted
I'll try to explain my opinion with a screen
fist.bmp
Create in Antic4 mode:
FROM BOTTOM UNTILL LAST BLUE LINES:
PF0- Darkest Grey/Black
PF1- Pink
PF2- Middle Grey
PF3 - Yellow (a little redesign on left part of Buda basement - Yellow without Middle Grey on the same cell)
Background - Blue
P1 - White on quadruple size (Player)
P2 - Red on quadruple size (Enemy)
PM3 - Quadruple size - Light Grey - for Buda
PM4 - Quadruple size - Brown on the tree
Up Buda basement line(PF1-Pink) change to Green (on the tree)
(Players never get to this area)
UP THE BLUE LINE:
PF3 - Pink change to a good and correct colour for the mountains.
PF1 - Yellow - change to white
Use players with Priority mode 0:
PM2 and 3 in tree
PM0- quadruple size - Red overlap White(get lighest red on house).
PM1 for the candle light and more colours to the tree (Like you also can see on the similar tree in IK+ screen)
Because of low player number will always be above higher number players, always use P0 and P1 to Players.
The clothes colour you use the technic I said on the other post. It will always be under the PFs.
On the other screens, I have seen them, and they can be done by this way. Just DLIs. to changes PFs. colours and PMs.
The general idea it's use 2 PMs+ 2 Missiles (White and Red colours) where Ninja reaches. Up there all colours available and all PMs.. And, if you also change the priority to mode0 and multicolour you can put up to 23 colours.
If you want to take this. And if you understand my idea, I can study screen by screen, send you all the coordenates about DLis lines, PMs. colours and coordenates in each screen. And if you want also take some from other FISTs.
José Pereira.