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José Pereira

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Everything posted by José Pereira

  1. I'll see what hapen on that bad lines at the bottom. But, you can get the idea. José Pereira.
  2. Sorry, I want to be fast, then "KAPUT!..." Here is the A8 real screen I create today (the MASTER for the future): José Pereira.
  3. l2ccs10.bmp Probably, this is the last master of screens. No PMs. use on playing screen. Another idea come to my mind. If I'm right, then I'll tell you. For now, just I will just do some more screens. (Left side correct on the future screens).
  4. Is this real or just "Photoshopping" ? But, even if such game exists, it may look similar to some other games of this time.... EMKAY: All of you know by now that I AM TOTALLY CRAZY ABOUT "LAST NINJA". Will I ever put a joke, or a lie with this tittle. It's a real picture. But You can go to this SITE and see for yourself!... Or you can try to buy the magazine on Ebay, it's your money!... By the way, all that conversation of "PSs and WIIs"... What this have to do with "my" Last Ninja? You are "topic-jacking" my post!... (just kidding) José Pereira.
  5. Yes, I know what you two are saying. I always want Last Ninja on A8. What I want to do it's the screens, in a way that someone can create the code. Whith all the game screens done, in a way that simply the coder do the movement of Ninja/enemy/moving objects. Being Ninja and enemy always PF0 and PF1 (black and Middle Grey). The only difference it's P0 (in Enemy clothe and moving objects) The P0 priority on screen (Pm under/overlay) higher than PFs., so no problem. Screen objects, Ninja shape under them, will have PMs. with higher Priority. I think I can deal with all of this. I simply do the graphics screen. I only have in mind, the priorities and the correct objects position. My work will not be simple. G2F it's not as simple as it seems, sometimes. Now I have a big problem. What I said above with colours, it's that when I Load a picture (All my pictures are now fixed to 40 characters wide), in GTIA mode I get a great distorction in pictures colours. You can understand what I'm saying now, if you see the picture I send you this morning (I always get all that Vertical Black and grey bars), so, I have to re-paint all the picture. Other thing, that I spend many, many time doing, it's the status/energy right and bottom area. I have to re-paint all the letters. I have the idea of only do the changes in the playing area (30x18 characters). It is possible to create first, when game Loads, the Status/Energy area. Then the program Load Tittle screen, Level Screen and each playing area screen. During the game, Screen to Screen and Level to Level Loads the program. Theprogram do the actualization of the weapons and energy. It's like c64 or other game like this. You don't have to Load playing and information area together. It's here, that I want to ask to someone that knows programming. I will have the fun, just creating the screens. If someone agree with my ideas or have some better ones and want to end this project, it will be great. Thank you all. José Pereira.
  6. Fantastic work. The tittle screen seems great. More one, less one,... colour. What is important, it's that it comes to a good end. All the best to you. Keep'em comming. José Pereira.
  7. Need some help in G2F. What you do to choose colours when picture load Take mine above as example. Thanks. José Pereira.
  8. In DLI7 I want to say the Ninja Energy bar.
  9. So, as promise, here comes the technical notes about the Energy/Status screen area: - DLI1: Line nº0 Range-143 (All the playing area) Backgr.-Light Grey PF0-Black PF1-Middle Grey PF2-Dark Grey PF3-Brown - DLI2: Line nº149 Range-1 Change PF2 to White (Ninja picture sword) - DLI3: Line nº156 Range-7 Change PF2 to Light Blue (Letters "THE") - DLI4: Line nº164 Range-13 Change PF2 to Middle Blue (Letters "LAST") - DLI5: Line nº178 Range-13 Change PF2 to Dark Blue (Letters "NINJA") - DLI6: Line nº192 Range-7 Change PF2 to White (bottom of letters "NINJA") - DLI7: Line nº150 Range 33 Change PF3 to Light Pink (not what you see in my picture, I was colour blind - the enemy energy bar) - DLI8: Line nº186 Range-7 Change PF3 to Brown (Letters "POWER" and WEAPONRY") ALL THE STATUS AREA LINES: Backgr. (Light Grey) and PF1 (Middle Grey) THE ENEMY ENERGY BAR - PF3(Brown) and Backgr.(Light Grey) WEAPONS ( at the bottom - in "WEAPONRY"): -SWORD - Backgr. - Light Grey - PF1 - Middle Grey - SMOKE BOMBS - Backgr. - Light Grey (circle obj.) - PF1 - Middle Grey - SHURIKEN - Backgr. - Light Grey (Star) - PF1 - Middle Grey - PF2 - Middle Blue - NUNCHAKUS - Backgr. + PF3 with P3 (priority0) Brown and other colour (by overlap) - THE STAFF - PF1- Middle Grey. (The bambu) - Backgr. with P3 (Priotity4 - quadruple size) So, this will be the same in all this level - LEVEL 4. And in the other Levels: Simply: Backgr. - Light Grey PF0-Black PF1-MIddle Grey (THE SAME IN ALL "THE LAST NINJA I" GAME) PF2 and PF3 in the playing screen area will change between Levels and/or screens. What this affects? Not very much: THe only thing it's the enemy energy bar and the letters on the right status area. But, no real problem, or less beautiful presentation. In this Level, the letters and enemy's energy bar are brown, on another it will be blue, or other colour. Not so bad, I think? THE WEAPONS ON THE RIGHT SIDE: The same colours as their correspondents in the bottom area. Exceptions: Nunchakus and The Staff (brown): If brown it's not PF3 colour then I have a brown cell(P3) under the black colour. With Priority 0, like on Bottom, you get the colour by overlay backgr. and overlap PF3 (I saw that it was possible to sacrifice one sprite in this lines). PLAYER USE ON MOVING OBJECTS: P0 - For all moving objects, including Enemy's clothe. (Priority nº0,1,2 _ P0/1 above PFs.) (Examples - Birds, skeletor, rats, fountain, waterfall) You will have the Enemy with a diferent colour clothe in diferent screens. Faster action in that moving objects - I always have to use a Player in them, (if they werestatic ones or movement ones). And now, send your comments, ideas. Anything you want. Thanks to all you very usefull help. Without you and all your answer to my questions, I will never get into this stage. Best regards. José Pereira. Because black it´s
  10. Sorry, not double and here is the real example of the status area in a C64 screen:
  11. Hello to all Here is the MASTER of the status/energy screen area: A8 version: C64 version: Just see and say what you think. Later on, I explain how I will use this in all of the game screens. And also, some explanations about weapons. José Pereira.
  12. Hello to all Here is the MASTER of the status/energy screen area: A8 version: C64 version: Just see and say what you think. Later on, I explain how I will use this in all of the game screens. And also, some explanations about weapons. José Pereira.
  13. Where is that Spy-Hunter thing? In G2F? Sorry, but no comments about the LN1 screen? On Monday I will send you that screen fixed (The wall rocks lines with the 3rd grey, and the floor near the wall change from dark grey to midlle grey. I I have time, probably one or two more screens). José Pereira.
  14. I will try not to do things so much harder. So: Ninja body - always PF0 (black) and his face and hands PF1- one of the grey colours (always the same in all the screens). Enemy body - always PF0 (black) and his face and hands PF1 - (like Ninja) Ninja clothe - always P0. Then, the screen will have: - PMs Priority 2 on top and middle of playing area (PM0/1 above PFs and PM2/3 under PFs) - because I need to use P0 in enemy clothe. - PMs Priority 0 on bottom of playing area - the oblects in this area will win two more colours on overlap. It will never change enemys clothe colour because it place will be above this lines. Also, P0 (enemy clothe) will always be above PFs. - PMs. Priority 0 on the botom status area to give moe colours to the weapons (because black it's PF0 and weapons PM2/3 their outside pixels will be under PF0 - black). - Energy bar of Ninja (on the bottom) - I think the best way is Backgr. (light grey) - On the right status vertical area - The enemys energy area will be always PF3 - This colour, will of course change screen by screen, but no other way. I think it's not a problem. Will not change anything in a good looking game. - Inside - PF0 (black) - paper colour in this area. - Also on this status place - Lines - PF1 (one of the grey colours) and Backgr. (always light grey), with his empty place PF0 (black). - Right satus area - Weapons - Backgr. PF0 (light grey), PF1 (Grey) and PF3 (most probably, brown, because of the bambu and nunchacos weapons). I know it's a long way. But things can now get begin. Need to know your comments, ideas, solutions, changes, anything you think it's important to say... Best regards. José Pereira. (I have the idea to create, like others, a Last Ninja Folder in the G2F site. Who is the person responsible for this Site? And is E-mail?)
  15. Ok. I now see that I have to redign that part of the status lines. Also, change doors to PF3 (Brown) - To get P3 to put on Enemy energy bar. Then, the skeletor (white) will be sprites. Priority will be 2 on top and 0 on bottom.
  16. FORGET ALL THAT TROUBLE OF YESTERDAY. NOW I BEGIN IT. (THE NINJA AND ENENY SHAPES ARE WHAT YOU GET ON DIRECT PORT IN G2F, OF COURSE THEY WILL BE DIFERENT) NOW, I'M REALLY HAPPY, REALY HAPPY OF BEING BORN AND AN A8 USER!!!!!!!................. José Pereira.
  17. When I say final, it's final version of this screen. José Pereira.
  18. My first (final) of Last Ninja. Some technical notes: 1missile - always for Ninja face. Player 1 - Always for Enemy clothe. Other Players and Missiles for colour enhancements. Bottom screen (status area) - 1 player for the star - could use more, for the other objects. Of course, this one of the easiest screen, but you get the point, It's better for me to begin with simpliest ones. José Pereira.
  19. Disable sprites in Zoom mode. You see 3 colours on the hi-resol. lines. (Grey, black and white)
  20. I only say this and end this: Enter in Zoom mode - on the right side, where you see all that that white pixels ("bad painting) you don´t have PMs. and in ALT zoom you see 3 colours. I think the author try to use Rasters, and something get wrong. It's probably why this picture is so bad on this place. Bye now. José Pereira.
  21. I see that in instructions. I try that and get a message that I cannot. It's because in all the things I try to do in that LN screen I get one time the message: "No more than 3 rasters changes per line permited. I never enter Rasters in my life. It was because I try to force putting the 4/5 colours on that lines of Hi-resol. and I put them, taht message was when I try to save. I ca´'t put that PFs new colours in the area where you have the Hi-resol. white pixels, but on the sky and other places (it's in Pm places. I change radomly colours of PFs. and I get the PFs. colours on screen on that same Hi-resol. lines overlayed with PM colours. First I want to force the save to run with emulator to see it. Than I do something I cannot explain and get that lines with the random PF colours with lots of line artefacts of that colours from left to right (in all the screen horizontaly) I have this two screens in .G2F. I don't know what I'm doing for hours. It's just for fun now, I think. And to change this G2F into jpg, the program also don't allow, even if I save as .JPG. What can I do to show you this 2screens. (Put from G2F into JPG format)? José Pereira.
  22. I'm on a public internet place. Need to know how to save to .XEX in G2F. I try but nothing... Urgent help. Please. Thanks. José Pereira.
  23. I'm not mad. Now I'm not. Someone follow my instructions. Load the file into G2F. It's in page 2 or 3 of this thread (...Gonzo). First you see the picture. And it seems a DLI on that lines. But if it was a DLI when you change G2F to ONLY BMP you probably will have the PFs. pixels in Hi-resol. Do this. what you see. No pixels in Hi-resol. and more than two colours by line (see left PFs. and backgr. colour bars) Second, change to ONLY PMG. You see only the PMS. on screen. Put your finger in the last one Pl. on the right. Leave it there. Then return to ONLY BMP. You see that from this last Player to your right you have more PFs. (in ONLY BMP) with 3 colours (black,white,gray). Third - in only BMP - ALT and Z (enter Zoom Mode) - you have only resol. 160 with the correspondant PF colours. Fourth - Put once again in ONLY PMG - ALT Z (enter Zoom mode) - what you see above - the PMs. but only Backgr. with one more colour. If you want to see better, you can in any of this parts change the arrow cursor from up and down. If you have the cursor, for example, in ONLY PMG. (where you have only backgr.+1 more colour), then go up or down this area, it changes to 5 colour modes. I will wait here. I do´'t know what to say more. Take any picture in Hi-resol(from G2F or in another place) with PMs. See in G2F what you see in ZOOM MODE - Only PMs. and PFs. (Backgr.+P0 cells above). Then take another picture from a 160 pixels horizontal resol. with PMs. and enter in ZOOM MODE - you will see the 3 PFs (space changes from PF2 to PF3 to put 5th colour) and backgr.+PMs. in cells on the top. But you can try one thing more. take a picture. Put some lines in Hi-resol. and other in ANTIC 4. Do all I said. When your arrow changes between the two lines graphic modes, on the top you see the change (backgr. and PF0 in Hiresol. anf Backgr.+PF0/1/2). I don't want that you believe in what I said. But I invite you all to see this particulary screen. Send me your opinions. See this you all. Not only Rybags. Thanks you all. José Pereira.
  24. ALT ZOOM Only PMG - Hiresol. ALT Zoom ALL - 160 resol. See better
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