-
Content Count
4,392 -
Joined
-
Last visited
Content Type
Profiles
Member Map
Forums
Blogs
Gallery
Calendar
Store
Everything posted by José Pereira
-
Just see the OLIVETTI VERSION. This is what could have been a A8 version 4/5 colours in each line, DLIs to put more colours, and some objects change of places.
-
Sorry, but I was in a public free internet place, and have to end my session, because someone wants to take my place. Here on this picture you see an advertiser from Crash Feb. 1987. this issue came on the last days of January. So, it was impossible to do the game in only a month. A8 users have many, many promises. Some only talks, some on Page6 or other magazines. System 3 announce also Bankok Knights or Tusker, no release. In this, like, probably all the others, nothing exists. But, if nothing exists, how they write the day of release within a month later. Understand now what I've trying to say to all of you? Are they mad. It was impossible to do this game in a month! Ok! Probably Anthony Wilson would do!... But even him, with his technics (The uggliest ones) would not be possible. Even a professional coder, with all the screens done on C64, all the other coding had to be done in a real A8. José Pereira.
-
.jpg] It's not OLIVETTI PC1, It OLIVETTI PC 128S
-
160 pixels versions: APLLE II and BBC. In TRS-80 COLOUR I cannot say what resolution. In the two YOUTUBE videos, probably yes, probably no. And I also don't know anything about this machine garphic modes. If it's 160 resol., then Ninja sprite would what I would like to see on A8. I also discover another version. It seems to be in 160, but I only get the game disk covers and it's very difficult to understand. It's a 4/5 colour version, in a screen, with little vertical number of pixels. It's from a machine I nerver heard of: THE OLIVETTI PC1 (I tthink it's PC1). The LN1 does not exist in ZX or CPC. I only get some ZX pictures from magazines. LN2 are the same in ZX and CPC (only monocolour - black and white - playing screen area). That screen you show, on PC, ST or AMIGA, all the 3 versions are 320 pixels horizontal resolution, like Apple IIGS and ACORN ARCHIMEDES. José Pereira.
-
Hello to all! When I start this conversation with you, some time ago, I ASK: HOW TO MIX HI and MIDDLE RESOLUTION? The only answer I get was see that demo, that show that so called "GTIA BUG". What I learn from that, and read the author (or someone else's comment) was: you have the 3 resolutions (one on left, other on middle and the other on right). What I take from that it's that was no way to have the two resolutions on the same place (what you have in LN - graphic screen and sprites). So, EMKAY: How will you do that, show me an example, from you, or others? Thanks José Pereira.
-
I WAS ANGRY, VERY ANGRY! I STOPPED SOME MINUTES TO SMOKE A CIGAR... I THINK "XXL" WILL NEVER DO THIS TO A8 USERS... WITH SO MANY THINGHS HAPPEN THIS DAYS, NEW TECHNICS, 2... PAGES OF A8vsC64 DISCUSSIONS... IT WILL BE RETROTIMER, NOT RETROGAMER. PAL DEVELOPMENTS, ANTHONY WILSON, STEVE MACWILMEE (I don't use time to see if i put the name right), ICON DESIGN,... AND SO ON!... IF SOMEONE DO THIS, FORGET C64vsA8 DISCUSSION. C64 WILL LAUGHT ABOUT US!... I never try BBC Emulator. As I said some days ago, on another thread, Emulator, directly, don't give us anything (and, with less speed...). If I want to play that games, I simply get the correspondent computer emulator, and play the game like I was on that machine. José Pereira.
-
XXL is great! But if it is a direct port from BBC, THANKS, BUT NO!... SEE "YOUTUBE". STEVE IS RIGHT! WHY HAVE IT, IN THAT WAY; NO. I REFUSE MYSELF!....................................................... José Pereira.
-
"nesmaps.com" have some games. And what is better, some have also the sprites (To direct port/conversions)" CASTLEVANIA IS THERE! "VGMAPS.COM" - See Ghost'n'Goblins there. Also, Gauntlet, Double Dragon, and many, many others... José Pereira.
-
What happen to this project? It's still ON? Change PFs (Background to... G2F) and use PMs. to enhance colours are OK.But many pain, it's something like doing a new game... But this "direct conversion" could be the answer. SABOUTER, DIZZYs, MONTYs, MANIC MINER,... Just direct port and "play the game". Like I said on the other mail, game maps helps... much more, than someone could ever imagine... If I take each screen, of Saboteur, for example, I can create different DLIs. and PMs. underlays/overlays, but will only be a single screen taken from "Web". With a Map, you can see what objects to change colours, positions on screen, so that each line doesn't have more than 4 real PMs. sprites (you probably don't have to use Missiles, because all the versions were from an 8 pixels wide character. Missiles, for Ninja and Enemy's,hands/eyes, why not?). In Saboteur, Ninja and Enemy are black, so it's only the objects you have to enhance colour. With this you can now say: WE HAVE ALL SPECTRUM/C64 HI-RESOL. GAMES WITH COLOUR, NOT MONOCHROME. This doesnt change anything in discussions, like what machine is better. But, probably, all A8 users can say: THIS GAMES WERE/OR THE SAME AS YOU!... AND WITH MORE COLOURS ON A8 AND "WE DIDN'T HAD THEM, BUT NOW WE HAVE!..." About game maps, I discovered today, that C16 owners have a "Web place" with maps: MOUNTY ON THE RUN; SABOTEUR(S), JET SET WILLY I/II, COMMANDO, IKARI WARRIORS,... Some are uggly, others, the Hi-Resol. (320x200), are very usefull to direct port/conversions. José Pereira
-
I also have NES map screens. More detailed, and I think, it's on another resolution. I only try to give an example of a A8 good port. Another thing: Only 4 level game? Or this or C64 version are incomplete? José Pereira.
-
See the game map on "vgmaps.com" (C64 version). Like NRV said in "Atari vs Commodore" about new games for A8 with all the A8 technics, see the maps. Doing in a "Crownland way". You don't even have to use sprites as overlap. My idea it is 1 sprite overlap with one or two PF's colours for each character. Almost all the screen graphics could be done with simple DLIs. You will get more colours on screen than C64 version. (Ok - the c64 version coul have been better, with more colours, but they don't use them). I think it's a good example of an, maybe simple A8 port (in this case, not a conversion, - just add DLIs.). José Pereira.
-
If you continue to show static images, this will never end. A static image all can be done in A8 with Gprior0+rasters+sprites interrupt. If one image it's from a game, then do like me. First take the all game map. In my crazy idea of A8 port/conversions, I always go to Web to find game maps. With the map, in screen on in paper, you see what can be done on A8. Sometimes an simple object, if it is one line high, or down, could be a another colour, or you can use sprite under/overlay and leaving the playing area free to use sprites for PMs. I have many, many game maps. Why, probably, because I'm so crazy, that spent many, many hours just watching how It could be the A8 version. And sometimes I try to change some screens on G2f. Particulary Last Ninja. The screens I try to change, you don't imagine how much G2F versions of the same screen (sometimes find the right one on my computer it's a pain. It I I never sen you anyone. I agree with NRV. See Ghost'n'Goblins map. With NRV idea-simple A8 port José Pereira
-
Ok. So I start doing the screens. PFs. with PM to enhance colours. Ok! +DLIs. the simple way. PMs. can be used to be above or under software sprites, with right pririty. But no one answer me, in one thing. Do just the playing area. Because the status/energy area will always be the same. The idea is 1st / Load status area. 2nd/ Load screen area. 3nd/ The program increase and decreases energy and weapons 4nd/ Load another screen area. In this way, now I will only do changes in playing area /120x144 pixels. Am I right Thanks. Jos]e Pereira.
-
And about screen construct: Do only playing area? Or do each screen with playing area and status area?
-
I saw this when I ask for WCL some days ago. Your idea are right. On right side (the panel) and in some screens, probably all (just changing some objects pixels on G2F to give black the PF3). But if I see the things on the right way the Ninja will only have 8pixels wide, NOT POSSIBLE, I NEED AT LEAST 10 FOR UPPER BODDY (when Ninja punchs); 12 FOR LEGS (WHEN KICKING), AND 12 OR 16 WIDE (using arms). I can assure you, I try many ways of designing the Sprites. If you see BBC version, just go to you Tube, you have there LN1 & 2. The Ninja and enemys are 10/11 pixels on BBC, and doesn't look good. You need at least 2 more pixels. And the weapons are horrible. To do a good port, you have to use all the diferent weapons available on C64 version. Also, If I understand you, If I use 5th sprite for Ninja, I will have to create software sprites for weapons, Enemy and his weapons and other objects (bird, fountain, waterfall,...). If all the players would be software sprites. And I have something that says it will slow down the gameplay. If I'm right, everytime Ninja moves on screen you have to change: 2chars horizontal x 5chars vertical Ninja shape (Ninja dimensions) + outside Ninja shape, what left on the screen graphics. Then, put again the screen chars on that place and do again for another Ninja position. And the same for the enemy. Many times, someone talked here, he was trying to do some kind of a software sprite engine. I don't remember who... but I remember, listen his project has some years old, and... It's why I make up in my mind that a screen full of graphics chars, changing with PFs of software sprites would be difficult to do, and probably turn the game very slow. But if someone proves it can be done with only software sprites movement, I prefer.Very simple. All 4 sprites to enhance PFs (with diferent priorities)+DLIS, each screen will have the same or even more colours than C64 version. And probably more right ones, with a perfect colour choose. I'd rather prefer, in this way, to sacrifice 1 Player to have 1 diferent colour for the enemy clothe. Like C64, you can have a different colour clothe in different screens. José Pereira.
-
I discover how to remove the Ninja and enemy from screen. In G2F zoom mode (change PF colours using keys "Q" and "W"). It is also possible to change pixels to put more objects, or change colours to get desidered PF3 colours. But it's a lot of pain. But If someone see this, I still wait for the other questions on the mail above. (Alpha...) José Pereira.
-
Thanks Lizard. In this particular screen, and others, I have a problem, the way you have the colours are right. I have take this screen from various places. All of them, I get black as Bakgr. I can change that, but the real problem it´s that I get black on Ninja and black on wall and you get black for Ninja and gray for wall (2 different PFs.). I'm I stupid or what? But this its not a problem(change PF0«-»Backgr.) . What I real want to know it's how do the screens. Do them on G2F. OK! But 1st how to erase Ninja and enemys from screen (I only want to change the screens to A8 mode and here i will not have the problem I said above)? Other thing, I will only do the play area (160x144)? The game will first load the status/energy part of the screen. And then it will download each play screen area? Is this? Or do all the screen(like you)? What is that "Alpha channel that covers players using simply z-buffor"? and "draw them with created Alpha before"? Lizard, what project is the OM&TS? Thanks, José Pereira.
-
In my idea only two sprites were used, for Ninja. Only 1/2 of the 130 screens have enemy on them. So I have 65/70 screens to use the sprite overlaped for objects. Also, many screens lines don't have the Ninja &/or enemy on them. In this places I can use 2 or the 4 sprites. In many parts I have DLIs to use. I said this, because I have all the screens, and study eachone. I think it's possible to do like this. In a screen P2/P3 to enhance colour graphics and in that screen, other lines, where the enemy walks it will be for him the P2/P3. The same apllys to Ninja's P0/P1. But I accept your idea, and all ideas. What I want to say, it's that using players as Software sprites could be difficult, changing the playfield eachtime the Ninja and enemy moves. What you said it is more simple, because black can be one of the PFs colours. Can someone explain the idea and how simple or difficult would be creatin Ninja and enemys as Software sprites (including priorities and collisions). Thanks. José Pereira.
-
Hello to all. This new topic it's where I will put all my questions, ideas and whatI've done on the port of this game. It's here, that I also want to here your ideas, comments and anwers to my questions. so, here come my first questions: - I see the many diferent sprite shapes of Ninja and enemy. My idea is: Ninja - P0 and 1 for upper body: (head-P0-black and eyes-P1) and (main body-P0-black,hands and weapon P1 (with this, different weapons will have diferent colours, with weapon on horizontal position, then P1 on double size). Then with an interrupt I can have P0 and P1 for the legs in black. Why, because I need 2 sprites wide for the movement of the legs. Enemys - P2 and P3 for upper body: (P2-head and main body-1 colour, eyes-P3, clothe - P2/P3 overlap, hands-P3. Then with an interrupt, same as Ninja for the legs. P4 gets PF3 colour and it will be for weapon. The Enemy body will be a diferent colour of Ninja, not black on both, like C64. And weapons will be diferent colours, depends the weapon - sword will be one grey, the other I don´t remember now the name, brown, and so on. I think I can use two different P0/P1 and also two diferent P2/P3. Why because Upper body of each character will never be on the same line as the lowwer body. But my real problem it´s the collision detection. My original idea was using one Missile on Ninja foot to do the collision between him and PFs. All the Ninja could be over or under PFs. but when that foot encounter the desired PF or PFs. don´t enter there - for example: will only go on the way - light grey(PF0). But if I need to use all the Missiles to create the 5th sprite for enemy weapon, how will I get the collision. I have an idea, if in one foot I overlap P0/P1, then when he is in PF2, for example, the collision will be only when this 3 come together on the same place. Am I right? Or someone as another idea. Another idea, more oldest, was to use missile on hands, the player and enemy will have more pretty design (more two pixels wide on upper body. Then enemy PM2-body and weapon as PM3. And it was here the change. The enemy clothe have to be a software sprite (one PF. colour). My question is: Will it be hard to create this clothe with a PF and change the PF place, everytime the enemy moves? With this, the Ninja and enemy will be more, many more atractive design. I would prefer this one, if you told me it will not affect many of the game sppeed. Only one Pf, in the enemy clothe, will be used in the PMs shapes. As always, I would like to listen you. Thanks. <José Pereira.
-
Sorry to be here again. Am I right in what I said, or not, about C64 sprites? José Pereira.
-
Ok. Here I go again, owmn my own... (I take this from a song). But my probably "stupid" questions about A8 have a meaning. I never had a C64. Only oneof mine friend had one. He only wanted games. So, I "rip" the manual "book" (rip it´s with quotes). I only ask him, if can take it for some days, and I still have it. The book exists, the C64 probably not, and my friend I don't know anything more about him!... And I learned more about C64 then A8. The only diference, it was that I cannot do any C64 coding on home. I think the beggining of this and others threads, probably would be more "right away" if you start talking about what happen on the market owner support!... All of us know the ... (I don´t remember now any of that ... words to describe) book (papers) of A8 instruction book (book!...). Only Basic, graphic modes, pokey sounds only on basic. Where are the so called Player-Missile graphics? But, come back to C64 instruction book, they also have all the BASIC words. And C64 basic it´s... (Today I forgot all that ... english words). I think the only thing different in C64 basics to A8 basic it's more BASIC words of trigonometry. And the real thing, I came here today it's to explain something about C64 sprites: - 8 Sprites - 1 colour eachone. - 8 adresses. - Multicolour - The other 2 colours, to join each sprite, only have two adresses. So You can create 8 different colour sprites but the other 2colours on multicoloured way in each sprite will be the same 2 colours in all the 8 sprites. And this 2 colours can only be from colours 1 to 8. - Then they have a register to give the colour number of background. I think, this is the best think they have. Why? They can create a sprite and a great part of it could be like a real sprite. In A8, backgr. will always have less in priority. Some C64 examples: 1st. - take their instruction book and read. 2nd. - 8 different colour sprites but all the other 2colours the same and only from 1 to 8 colour numbers - just see their Horizontal shoot'en'ups (Armalyte it is a good example). 3rd. - The background colour registrer on their book, just see Golden Axe, and I think all the others horizontal beat'em'ups (and more type of games). You always see black (like ZX., black, almost always as background and/or border colour) around the main sprite colours. The only thing I don´t know and don't understand until today, it's that it was not just a border black line. Like just a single pixel design around the main character colours (In Last Ninja, my crazy game, it was possible they (John Twiddy and ...) do all the players as background, just a little part, like faces and hands as real sprites. I count all the sizes and in horizontal, if they put 8 hi-resol. sprites, I think it was impossible. Why? Because, if black was used as a sprite, with the weapon on horizontal way it was 4sprites x 8pixels for the enemy and the same fot the black body of enemy. They will not have any other sprites for hands, clothes and faces. Ok. I know they also have on that sprite table, an adress of interrupt, they call ir IRQ.) I always said to you, I never was, never, a programmer. This is why I want to ear from you!... Once again. am I right? (answers on a postcard... - just kidding). This don't show A8 it's better. No, probably not so bad in Sprites talk. But as I always said and think: IT CAN DO BETTER!... IF WE ONLY HAVE ... ... ... José Pereira.
-
Do things right. Of course you cannot put the screens straightway on A8, Stormlord or others... It´s the difference between port and conversions. The 23 colour in each line are right. To put this on screen, on the right, and real way, just do this, like me. Go to Google and find MAPS of the game. Then print all. And in that A4 paper, 1 paper for each screen do the changes with just a pen. The stormolord picture it´s only an example, but Pms under or overlays it would be the right way... G2F is great, but not the end.... I never sent you any screen of Last ninja, BUT I HAVE ALL THE SCREENS. If I give you examples of G2F Last Ninja Ninja screens, I will be probably, do the same as others. Understand G2F give us how to do all the screens. But not real!... But not right. Last Ninja has 130 screens. I have all the shapes from Hi-resol. sprites of C64. I am now turning them to real A8 PM graphics. In my pictures, with G2F I can do all the artwork. But my idea goes much more further. If you do all the screens in G2F, you can put DLIs., PMs., but it's not the right way. I´m not a prograammer, I only want to do the screens, sprite shapes... The real thing here it's that it´s possible to do. All is possible. Someone said yesterday (not yesterday, some days ago) that the only diference (in STORMLORD) is that it never be done. My idea it´s real (I think). Do all the screen changes using only DLIs. in G2F. Then in other program do all sprites shapes (Ninja, enemys, objects and shapes to put under or overlay (Gprior0)). A tree will always be the same tree. Just Pfs. If on that DLI line I need, I will put sprite shape, if I don't simply, just Pf.) Now, I want to ask you: I do all the screens inG2F, DLIS. But if I do that, and use PMs. to under/overlay objects, leaving space free to Ninja and/or enemy sprites shape and movement, will I have the possibility ro use sprites in the game (example: in a line where I have PM2 and 3 used as under/overlay, can I use Ninja PM 0/1.). Sorry, I am a little stuck... I think I don´t tell you in a way you understand. I know my idea... But it's dificult to explain. I will try to do all this dialog in a simple paper. Then I will show you. I know what to do do. I know what is or not is posible!... The only thing it's that I'm not a programmer. I study and learn with you. With this, I learn how to do things (sprites,screens, others,...). For example, I cannot do a "Raster", gut, if I do a screen and want in some part of screen do a "Raster" I know now the "bad lines". So all my design work take thats in .
-
Anyone knows a program to create hardware sprites (no software)? With the all the priorities, sizes, multicolour... Thanks. José Pereira.
-
LAST NINJA - AMAZING!...........
José Pereira replied to José Pereira's topic in Atari 8-Bit Computers
Hello. Can someone translate what the ideas in Last Ninja project on ATARIONLINE.PL. to English (Where to find English instructions for ZX, APPLE2 emulators for A8 and where is the BBC emulator with correpondent instructions?). I saw the Ninja sprites movement and also the SEWERS level. Who done that could be on the right way. The playing area it´s in 5 colours(I think... but they put some red lines, I think it's to obtain collision, and so, it´s 6th colour...) Someone around there have the possibility to send the 2 pages of July 1987 C&VGames magazine with the Last Ninja screens. Also others you have or know about (early versions of the games, C64 or other. I want to see some preliminary screens and some things on C64 sprites. Many thanks. José Pereira. Thanks. José Pereira. -
LAST NINJA - AMAZING!...........
José Pereira replied to José Pereira's topic in Atari 8-Bit Computers
Sorry. I don't wan't to critic someone(s) XXl done a great job. but you will never come to an end. (NELLY FURTADO said in a song... I like her, very much!... Nelly born in Canada, but portuguese emigrant (the fathers, from Azores), but I don't agree with her...) I will talk with you latter. José Pereira.
