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Everything posted by José Pereira
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It always 'crashes' for me using Altirra. Tried PAL and it then window opens to change to NTSC, start in 64KBs then it says to change to 320KBs (only option there), start also in 128KBs,... It always shows many white large squares/lines going up and flicker on the screen. Thought it was some 'starnge kind of' decompressing so I waited some time but no way.
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Thought in that right after I posted.
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I'm assuming that: BAK: black; PF0 and PF1: yellow and green; PF2 and PF3: red and bottom part of carts (DLIs); So you get the blue using all the 4PMGs in quadruple width that are statically 'behind' and are seen when over black (PF0) in priority_4 mode, right? What about: 1.)- Have the arrow in black 'inside' with green (PF) contours it'll then be blue (PMGs) when moving? (having yellow contours because is lightest than blue almost sure will not look right...) OR 2.)- Have the arrow in black 'outside' so we'll be blue contours (PMGs) and yellow inside (PF); OR 3.)- Have the arrow in black 'outside' so we'll be blue contours (PMGs) and green inside (PF);
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@pseudografx have some time to post now so lets begin with the real photo: And your conversion: A simple way, keeping as it is, change the ground to grays (the real place also has 'kind of' to A8 gray(s) ground/walkway): (of course that better is, in some way, have different gfxs in the top part and don't really cut temple/trees part VS playing area. Could you try it with so little space there?) What I think is not good is that the ground (because of the A8/C64 needs for the playing area) totally cut the above image. It's a real horizontally ✂️... This one is suffering the exactly same problem (and the ground gray is just too too dark VS the white of the temple): Now one that have the same problem as your: We can clearly see the cut (much more noticeable on the left side). This one could have, at least be improved, I think, using DLIs (as it'll be following rocks as is on the above walkway, no dither possible on the playing area but will make it better). Something, more or less, like this:: Now see others that I think aren't totally ok though not all that bad: -> The ground cyan (ours colour_9) keep the luminance above on the mountain but have a value or two less dark on the ground (but as @Philsan said the letters (hi-scores, at least) should be darker): -> Again the ground, for me, is a bit too dark so the same as the previous one (not much, probably is luminace_6? better _8?): (this one is good on the transition because isn't a total cut horizontally...) Now what makes good ones is when they're have real transitions (with gfxs up and down the horizon with also good colours/luminances choosing): To conclude... when is possible don't use a real ✂️ Also some (like China Great Wall), but probably not many, some lines makes sense but most (as we can see on the above good examples) don't make, just imagine adding there lines... all the beauty on them will be lost (with all kind of types of lines). Just wanted to post my opinion and give you and all others some ideas/examples to think of...
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Some gradient I think it could looks Berger like dark to light (top to bottom) with many to less (same perder de reading number of scanlines per each luminance). Could then end at the bottom with a couple of scanlines on a diferentes colour/luminances (single ones)... Or not? Maybe is me that am used to the good old looking 😉😀...
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Gamestar's games seems very professional and on A8 some clever use of colour, char mode instead of bitmap to have a 5th colour,... But sadly (quoting MobyGames): "A short-lived branch of the Activision/Mediagenic tree that specialized in sports games." https://www.mobygames.com/company/1418/gamestar-inc/
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Sorry me again... problems with these is that they're automatically converted and don't have in mind the sides. And this one even has also DLIs on the BAK register. So I think that the first thing to do is we have the image centered vertically: So the output 'automatically' gets this (G2F and Altirra): Most of the times it'll may need those blank lines at the top and on the bottom but also on this case add two PMGs to have the sides in black (here's the conversions don't use PMGs so can have them to cover the sides): WildernessbyPoison_output _centered and PMGs to add black sides.g2f WildernessbyPoison_output.xex Each one is a 'unique case' but I just like to be perfect that's what it is ...
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Just want to add that this .g2f is in 320x (40Bytes width mode) with all 240scanlines in-use. As example(s) the first two pictures show like this on A8/emulator: But as BAK is black and already set by definition doing top (2 or 3charlines) blank mode (0) and the same at the bottom accordingly it looks better, I think: -> ballblazer.g2f ballblazer.xex -> biker.g2f biker.xex Now is only up to you to go and do it or not for all the others ...
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Wikipedia like engine in ATARI BASIC (by ChatGPT)
José Pereira replied to Matej's topic in Atari 8-Bit Computers
Seems it has some 'general' basic not for a particular machine? What about you guys try asking that exactly the same for C64, CPC and ZX? It'll be funny if the answer be exactly the same 😁... P.s.- Yeah! I Also didn't notice END IF, just shot the answer right after the first gafs 🙃... -
Wikipedia like engine in ATARI BASIC (by ChatGPT)
José Pereira replied to Matej's topic in Atari 8-Bit Computers
Was right now reading and will post it. Also on atari basic there's no MID$ (it's C64 instead, from wikipedia: "The functions LEFT$, MID$, and RIGHT$ are replaced by string indexing.") ) and ELSE (at least CPC has, C64 I don't remember) maybe some of those VAL,... together also doesn't work... Nice try anyway for him/her/them... ... -
Is there a bug in Shanghai (Activision)?
José Pereira replied to markmiller's topic in Atari 8-Bit Computers
Never played it but after saw YouTube (and here the screen yesterday also) isn't this one more possible to do: -
And, for this particular screen, in top I can make it a bit more blueish now: Cybernoid I level_3 line_1 screen_1a _cyan and blue _white and gray opposite _but white and gray in middle.xex
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After thousands of tries...: For sure (I think ) is this the 'choosen one': Cybernoid I level_3 line_1 screen_1a _cyan and blue _white and gray opposite _but white and gray in middle.xex
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There's the possibility to walls have cyan and blue on the outside lines so it'll follows the rule on the other more commonly used (here on the bottom): Cybernoid I level_3 line_1 screen_1a _cyan and blue.xex
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On this post: Some little changes: a.)- Cybernoid I level_3 line_1 screen_1a.xex All them can work and every other design (have more but not much different)...
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Choose one : a.)- Cybernoid I level_3 line_1 screen_1a.xex b.)- Cybernoid I level_3 line_1 screen_1b.xex c.)- Cybernoid I level_3 line_1 screen_1c.xex d.)- Cybernoid I level_3 line_1 screen_1d.xex Cybernoid I level_3 line_1 screen_1d.xex