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Everything posted by José 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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Remake - Alternate Reality: The City & The Dungeon
José Pereira replied to acrin1's topic in Atari 8-Bit Computers
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. -
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.
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Software Sprite Engine - A possible good idea
José Pereira replied to José Pereira's topic in Atari 8-Bit Computers
supermario_misc.htmsupermario_enemies.htmsupermario_generalsprites.htmsupermario_mainpage.htm -
Software Sprite Engine - A possible good idea
José Pereira replied to José Pereira's topic in Atari 8-Bit Computers
Thanks to all. NRV that site (Sprites Resources is great). Many, many games. I don't had time to see all. But this from NES gives me some ideas. Who was the one with a SMB A8 conversion? supermario_enemies.htm supermario_generalsprites.htm supermario_misc.htm And the complete map for all game level. José Pereira. -
Software Sprite Engine - A possible good idea
José Pereira replied to José Pereira's topic in Atari 8-Bit Computers
Probably now, you can believe that I can do the screen im my way. See Allas post above. I must have someone that say: "I have a Software Sprite Engine" or "I can do one". Now I believe I can start to put my ideas in a practical way. Believe me. José Pereira. -
Software Sprite Engine - A possible good idea
José Pereira replied to José Pereira's topic in Atari 8-Bit Computers
The files from PROBE and TEBE are free use. Where? And, Rybags, you have something that can share? José Pereira. -
Software Sprite Engine - A possible good idea
José Pereira replied to José Pereira's topic in Atari 8-Bit Computers
Is there any kind of Software Sprite Engine around (But need to change players shape with playfield shapes, not just a design one)? And, if you understand what I said, probably the screens can be done in my way. In G2F eachline have a charset. G2F start saving the chars at 1to... and inverse from 128to... . So, all screens done with G2F, will have chars higher than 0 but less than 40 (or even less, because some are on inverse), the chars number horizontal wide. If using a software sprite program based on my ideas, I can simply create the screens with G2F. Than, the Soft sprite Editor put the softw. sprites char codes above 40 or 60 untill 127 (you will always have this char numbers free). The software sprite chars code could be equal in all screen lines. It's the program that calculates in that place the Softw.Sprite and Char=New Softw. Sprite shape(but it's char code remains the same). With memory, you don't have problems. You can create the screens, one by one, and release the game in cartridge format. It don't have to be constant diskette acess. If this can be done in this way, it was so simple, only someone to create that logical operations. José Pereira. -
Hello. Today, I think I will have more a solution rather than questions. It's because I think I have the solution to create a Software Sprite Engine. And, not only to my dream (LN on A8), but also to other new and conversion/port games. The idea it's based in a kind of mathematical locical word operation. But, let's begin with a simple example In this picture, in places Ninja is on, you have cells with grey, green and black (from Ninja body) colours. So, suppose Ninja only walks cell by cell (4 pixels in 160 resol.). You have to create 2 cells in the same place (one with Ninja and the other without Ninja). This will be harder, if you move your Ninja, not a cell but pixel by pixel. And even much more harder because Ninja has different shapes according to his movement (Up- left and Right and Down - left and right) and also, if he has a weapon or not. Untill here, I think it's simple to you understand me. And I think I'm right. Now, the beggining of the solution. This solution it's based in my A8 knowledge and in all my ideas for an A8 LN conversion. - FIRST - THE WALKWAY - In above screen, grey colour it's where Ninja, enemy walks. So, in all my screen design I put the walkway colour as Background colour. Why? Simple, you don't have to create here any masks. This places are empty (in Level 1 and in many of other screens) In this way you simple create the Ninja/enemy different shapes (legs, hands, weapons,...) according to their movements. Outside their shapes will always be Backr. (00 colour). Simple, and an effective, real solution. - SECOND - NINJA BODY (Upper parts) - Now things get a little bit harder. When players go up and are up the walkway, their bodys will be above the other PFs. colours. What would you do here? You begin to create different masks (like I said on "FIRST"). But here, even more number of them, because of all the different playfield objects. And now, think that you do the game in the traditional way. You create each cell, and then join cells to create the different objects. I know that you can create 1 character set for each line (like on G2F9, but in LN example, how you will get space to all the different objects with different masks (only 256 chars per line). I think you don't have. In C64 the screen are chars but Ninja/Enemy/Weapons and others are Sprites. On A8 the only way possible is cerating them as software Sprites, because you need PMs. to enhance screen colours. Soo, what to do? First, I thought that each cell could have the same char code number. For example, a green cell, letter "a", when Ninja head is on that place, you get green+black but it will remain "a" char code. But I thought, no way possible, because, as I know, in this way all chars "a" on that line will change to green with black Ninja head. Am I right? Now, I am real stuck!... Was what I thinked. No way!... But than, something came to my mind. I remembered all the time I was stucked with Pms shapes change in G2F. And you help me. and what you have on G2F? Simple: "XOR", "OR", "AND" logical command words. And it's with this that I think I have the solution. This example it's two cells on ANTIC4 mode: 00 00 00 00 00 01 01 00 00 01 01 00 00 01 01 00 01 01 00 00 01 01 01 00 01 01 01 01 01 00 00 10 01 01 01 01 01 10 10 01 + 00 00 10 10 = 01 10 10 01 01 10 10 01 00 10 10 00 01 10 10 01 01 01 01 01 10 10 00 00 01 01 01 01 00 01 01 00 10 00 00 11 10 01 01 11 00 01 01 00 00 00 11 11 00 01 01 11 Player's Shape Character Cell Result Suppose, player's shape it's the Ninja head. And character cell it char code of "a". First, my idea to all the Ninja/enemy shapes it's only using PF0(Black) and PF1 (Middle Grey). Better not use "11" because of the two colour possibilities. It's because these two will always be the same in all the game screens. But, returning to this example. As you can see, the "result" it's what you get in a logical operation, if Ninja is above Playfield. In 3rd cell you get Ninja pixels and only where you don't have Ninja shape you see playfield pixels. So, in this logic operation, the result can have 3 different possibilities: - IDENTICAL BIT-PAIR: 00/00=00 01/01=01 10/10=10 11/11=11 - ANY OTHER COMBINATIONS: First one wins (Ex. - 10/11=10 or 11/10=11) -PIXELS (01,10,11) and BACKGR. (00) - Always win pixels But, what you get and win with this? Simple. You don't have to create masks to each character cell. Because you only need to have, for example: chars (playfield) from 0 to 79 and 128 to 255 and players will be from 80 to 127. Why? See this: A line full of chars: "aaaaaabbbbbbbgfflwekper...) Your Ninja head: char "1" When Ninja head it's on "a" char the program calculates the logic in the way I explained. So on that cell you will have new "1". The result it's the new player shape. So, only software sprites change their shapes, but is char number remains the same. When Ninja go to another place, I comeback with "a" to that place and calculate new Ninja shape on the new place. And if players are under the screen graphics, you simply can use a PM and/or do the inverse logic operation. I think this must have some way to do, because I think I am right and it could be done on this way. And with this logic operation you can create a engine to use in all games. Send your thoughts!... I'll be here waiting for them. Yours ATARILY, José Pereira.
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I like very much to be here. We start talking about a hting, then someone show another, other some screens, others put their questions,... At the same time and in the same post... Yes, I'm not jooking! Now I realise, how many things I learned in the last (probably) 2/3 months. So, I saw here a screen of a game. I won't say wich one, by now. And I start thinking in something. It's because I want to know: IN G2F YOU ONLY HAVE THAT PRIORITY IN HI-RESOL. DOES A8 HAVE MORE PRIORITIES IN HI-RESOL. SCREEN MODES? (And, by the way, in MIdlle resol. only 0,1,2,4,8 or other numbers valid?) A good night to all of you. ATARIAN DREAMS (AND/OR/WITH A GOOD/BEAUTIFUL GIRL) José Pereira.
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Hello Pete. Your post is important. I know all that of the Editor. I also know that it's the best way to do things. I post here, on another one (LAST NINJA AMAZING), that I've load the C64 Last Ninja Integrator by Soa's in "lastninja.lemon64.com". And I was amazed with it. You simply can see, that when you enter a screen, the way the C64 design it it on the way you said. I know that the programmer, John Twiddy uses another one, he said that 2 months ago on Retrogamer magazine. I have maps, screens, videos and all that enemysshapes, moving and static objects, videos,... For example, that large rocks, some of them are the same in all the screens, that Integrator put all the rock, Or only the 3 above characters. You can also see, the screen design way. First the floor and the way, then each block cells of the objects above. In that C64 Integrator I have all different track, some objects and with my map of LN1. I also have C64 LN2 map. With a simple editor, I put things in each screen and save them. But if this one, was done in a way, like G2F, I could first create each character, join them to create objects and simply put on screen. Then, 2nd part will be the DLI. And 3rd the sprites to under/overlay the Pfs. to get more colour. I know what I have to do. And I also knows, where I can do some things, and where I cannot. I also takes slides and many videos from C64 and other LN game versions. So, I simply know if I can use a PM here or there. And, in this way, knowning A8, What is number according to priority mode, so that Ninja go under or above that object. I am now trying to see, the possibility of using some Rasters, using GED- Mode on G2F. But programming it's not for me. Never was. I only satrt this because I was always crazy about LN series from the first momment. And what take me to this, probably were so many expectations of Having this series in A8 during the years. More people try to do it on A8. But, like me, only screens done, with G2F. Simply, direct port. You only have to decide how many PMs. you will use on Ninja/Enemy or if they will be Software sprites. Than, you can simply put PMs. on screen to enhance number ofcolours. I also have two masters, of how to have correct colours of the weapons on the right, and this weapons to the similar ones on bottom. And as you can see from my screens, using some DLI tricks to put more colours on the Right and Bottom Status/Energy area. And I can assure you that this work in all the screens during the game. But, one thing I must take care. I have to decide: Ninja and enemys: Software sprites or/and PMs? What you think Pete? As I can see, you know many things, and how to do them. What is your opinion in this? (A software sprite in a screen totally full of character graphics - would it be dificult?). This way gave me free Pms. use to put more colours on screen. Thanks. José Pereira.
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Hello people. Probably not as bad as almost the others. Some good music from David Whitaker. Now I see that the 2 Players are in PM1/PM2 and PM3/4 overlap, so the hair it's the third colour (O.k., I think that when i bought it, I don't even know what was a Player, Missiles,...) It could be with 1 more colour (one grey, like c64), and probably, being static screens, some GED mode or Super IRG mode would go very good in here. Probably, a simple straightway to change. A simple G2F with GED enebled can put more colours on this. And by the way, Grand Prix Simulator also. In version 2,the only way it's like Pop say4Players+Missile overlap in eachone).But again GED or Super IRG. Which games you know with GED Mode? And Super IRG? José Pereira.
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Good nioght to all of you. I'm I wrong, or you, on the above mail, don't explain PMs. multicolour properly. I think that you could have more than 8 pixels wide. P0/P1 it's eight pixels if it is on the same cell the 2 Players. But, I think I'm right if say that could be more: For example:P0 on(horiz.,vertical position) "pos. 1,0 until 8,0 and P1 pos. 7,0 until 14,0. You get 15 pixels horizontal wide, but only get the third colour on place 7,0. The dimension depends how mucl pixels a Player is above the other. And, you can join Player+Missile with correspondent 1: and have 10 and 10 pixels. José Pereira.
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An interesting new game to do on A8
José Pereira replied to José Pereira's topic in Atari 8-Bit Computers
[att achment=134406:spitfire_10.png] Sorry, no images in previous post. -
AtariProtos_com___All_Your_Protos_Are_Belong_To_Us_.htm I see this game some minutes ago, here on this forum ("Trying to find a game..."). I am amazed in what it could be on A8, with more colours, PMs. to planes and different buildings across the different screens. Anyone knows about the 5200 loading file (if it exists)? I think it's a very good idea for an totally and great game to do on an A8. Anyone interested in doing it? José Pereira.
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Never saw this game (Spitfire). I don't remember any game of this kind, in any computer. I'm tottaly amazed with it. With some of todays new technics to put more colours on screen and Pms. to planes it would be a very interesting game to do. Also different building designs across the levels. Anyone wants to take this project?
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I think, something could start here... I know why, but I won't reveal. Time will tell!... Great times are coming!... Read this... Save this to quote later... José Pereira.
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Hello PeteD. It's nice to have you here! All the best. José Pereira.
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I have to agree in many things you said here. But I want to put you a question: What you prefer, someone that knows how to programm ("Lda, Sta,...) and don't do nothing. Simply talks about others. I give a medal to someone who has more information, maps, sprites, walktroughts, different versions. And that saw thousand of times the videos. Know where you have Ninja under or above, etç,... Ninja and enemy sprites direct port from C64 don't work. Hi-resol. to middle resol. you get double size player... A fat one... And in the playing area it takes almost all the way. It seems hozizontal wide and less in vertical. The Ninja/Enemy shapes must be more vertical than horizontal widest. The author of that on Last Ninja, simply port the Ninja shape to A8. It gets double on horizontal resolution. If he is read this, I'm not trying to say it's work it's bad. But you simply can see, in G2F, that when you Load a picture with any of the Ninja/Enemy shapes, the horizontal wide is the same, it only chande to middle resol. So, the solution it's sprites with 10/11 on top of body and 12 on legs widest horizontal resol. on A8 160 display. Also, I don't understand the diference between my screns and others. I never create screens like you all do in G2F. If you see Green Beret game screen images on G2F, you understand what I mean. Good looking, but not possible in a real game. What I am trying to do it's totally the other thing. This is why I ask you so many times. I want to have knowledge to have 100% certain that my screens would result in a game. I don't want to do all things myself. I want to ear ideas and real solutions. Sometimes what I get and many more people here: simply, some words, that say that I cannot do, or something could be as insignificant as 1pixel up or down. I sometimes feel that you (some of you), don't want to see new things comminng on A8. Please do me a favour, answer my questions, even you don't think I can do this. If the answers are not to this, they're probably be to other one, or just, to my A8 knowning. Don't be angry with myself, or what I said here today. I think, we all want the best of ours A8. Best regards (like always). José Pereira.
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Thanks EmKay. Nice to ear that. But two are better than one. José Pereira.
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That project was dead for some time. If think no one post there anything in the last days. It's good to hear that someone is trying to do it. I post something there. Perhaps, no one will use my work. Perhaps no, but I can do something. I ask the author, there, if he wants to change some ideas. The important thing: Having LAST NINJA on A8 in the best way we can. I will continue to do some screens on my own. I expect that the author of LN you see in atarionline.pl contacts. And, most important, just to give me good news of his work. José Pereira.
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GroovyBee, I stop many times to see the posts. But sometimes I get that my topic is dead, with no replys. How many questions I made, and no answers. I know that probably I'm alone on this project. What I'm trying to do it's create the screens in a way that the engine will be the same for all screen games. And it's why I post and ask you all so many times. If I first try find someone to the code, I would not go anywhere... I will just seat on my hands (where we read this on an A8 game: Husak's game Jonnhie's Problem). In this last months I get knowledge to know what can or not can be done. What I'm trying is the achivments to do the screens and someone simply get them and create something. I could start learn G2F many time ago. I can design all that games screens from C64 you see in this and other thread. But that screens are like we all do in the Loading screens. I probably never get someone to code the game. But, probably, I would have done my best, and do things like "1+1 it's two", no other way possible... If someone wants to be with me, fine. If not, I say again: "IT IS JUST FOR THE FUN OF AN A8 LOVER". I feel myself, like a child, with a new toy. All this new things, G2F and what I learned so far this last months, make me so happy, and with the dream that I can do all (O.K., not all, something) that A8 users deserve, and never had. And in this LAST NINJA HAS MY PRIORITY. Other ones: R-Type &/or Armalyte Double Dragon (Renegade or others of this kind) Ghost'n'Goblins/Ghouls'n'Ghosts Out Run/power Drift And, this is for STEVE, If think that way of doing SHADOW OF THE BEAST, in the Amiga way, it was real good. It will put C64 version to shame. I think it is the best example of the A8 colours, DLIs and machine technics I ever see. I said this here some time ago. Is there anyone here, that can look to the YouTube video and code this one? Why any of you see this game. Many work to do, O.K. But the main code is there. The ideas is there. Probably here, you have to do something like me on LN. Do screen and sprite graphics. Something more, probably... Many more, certain... But not all.. Think of this!... Yours sincerely. (Ilearn this on school) José Pereira.
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My picture was done, sometimes pixel by pixel. Just see the A8 picture: And now see the slides of this level from C64 version : (When it is in this screen, simply press ESC key to stop slides, and compare yourself) José Pereira.
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Just checked what happened in that "bad grey lines" on the bottom. G2F screen is O.K. I save it also in .xex. In Atari800winplus I get this lines. I went back to G2F to see what's happening. Went to CHECK option. No errors but a warning on that lines. Why? I think I know. In that line were the weapons, I erase all with the black colour, but not all. I have there the "Nunchacus" weapon. Then, I create a Player with priority0. But, something, wasn't the way I like. And I simply went to Zoom mode and change Player pixels with the correspondant PFs. Because Black colour it's above this player you don't see the player brownish cell under it. So I have an invisible player. I think it's this. QUESTION 1: And this come me to another question: Like in this case, if I simply want to erase completely a PM on G2F, what I have to do? This is because, change it with PFs., as I now learn, don't ends the promblem... QUESTION 2: I have now all the pictures of LN1 and 2 changed to 40 characters horizontal wide. But I take this one from another folder, and when I remember, it was to late. I went to a part of G2F where I can move, paste... Give the X,Y coordenates and so on. I want to move this picture 2 characters to the right, that are not visible on T.V. Is this possible in G2F? It's in this place I said. And in this case what values and what to do? I know I post you so many questions, but you are the only ones that can help me. If you sometimes don't understand my English, then, simply say something. I need you. Not only to learn more, but, in this case, to do the screens, as most, as possible, in a way, that it's possible to use in a real game. If I never get someone to code, the screens were created. Probably omeone later can take them. And, doing this as free time job, with A8 things, gives me many, many pleasure. If we probably had G2F on PC, in that time, even, without internet, things could have been different. (C64 could have their "G2F alike" and friend to friend could change BMP files) Think of this. José Pereira.
