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José Pereira

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Everything posted by José Pereira

  1. Thanks that what I thought and if you go to the 2bpp that is 4colours out of those 8. One game I'm am looking has screen colours black, red, green and yellow and soft sprites black, red and yellow. The soft sprites were the reason for my question because I was almost sure that they weren't masking having them (00). Now I am sure they have the more common and simplier/faster to code on all computers (01)/(10)/(11) while green (00) is on the background, the transparent colour. It was the black also on the borders that make me to have doubts. Yeah, this is different from us.
  2. Hi. Starting explaining why I posted here and not on the Programming forum because for sure more people will see and is also A8 related because of things I have in mind and for future stuff. On most of their games 160x wide screen they're in 4colours 2bpp (because it takes half of the 4bpp and their memory of only 32Kbs wouldn't have much for the game code) that is a similar to ours bitmap mode GR.15 and is usually 3colours more black and the black is also on the borders. Seeing this can I be sure that like ours BAK colour register that is also on them black is always (00) inside the game area and on the borders? Thanks. P.s.- By the way and for curiosity are there any games on Beebs that have any other colour or they're restricted to in all/always have black on borders? I can't seem to remember, find or ever see any game, demo or program that has other than black borders.
  3. Bomber: http://a8.fandal.cz/detail.php?files_id=7245
  4. Hi and Happy New Year of 2017 to all. Following some recent talkings about this game I decided to see it again and got something. This screen is a simple one that is 3charsets with the PMGs overlays, nothing special : Now for the in-game screen I studied and it seems that it can be done in charmode Antic4 with 4charsets across the screen with some PFs colour's DLIs: Then it can be with the guy and the dog using PMGs in Prior1 multicolour mode so each use 2. Our guy can have one or two DLI(s) to have different clothes colours: C64 is in multicolour bitmap that is ~8KBs and A8 is half as is 4charsets that is 4KBs. If someone can get the code mechanics of the various tasks/gameplay that is 6502 Assembly the same for the two and then the C64 has the guy and dog using their hardware sprites so it would be only this part that have to be changed to ours sprites PMGs. I think that this is a simplier and possible idea to get the game on A8 (the C64 is also doing hardware sprites VS screens bitmap bit-pairs masking that is still need to implement on A8 when there's furniture on top of them...). Here's the in-game screen (screen is in 40Bytes wide mode as dark blue and green are BAK register and I think these around the house, sky and grass floor is a very good looking): And for any messages that can be shown above it's exactly like on C64:
  5. Skool Daze is on Mariuszw list and I already sent him my proposal for the graphics colourings. Perhaps you could try other?
  6. Better to have the large ship on the bottom using PF3_blue because the transport lines are in PF2_cyan:
  7. Here you have it... @MrFish is using yours and I got the PMGs in a way that I think it can work: It uses PM0 for our ship on the playing areaand PM1PM2/PM3 are in the panel on "GALAGA", scores numbers and the 3 ships lightest gray. About PFs they are: BAK: black (00); PF0: yellow (EE); PF1: red (26); PF2: cyan (9A); PF3: blue (76); While PMGs distributed like I said are on the ships lightest gray (0C), "GALAGA" (B6) or (c6) or any other green you think better. Only thing that needs to be cleverly think is when the waves have PF2_cyan ships passing/overlaping PF3_blue ones. The ships has the PMs overlay but that doesn't seems a problem as the ones on the playing area only move horizontally and when transported they move vertically. P.s.- Didn't bother to distribute/polute all screen with lots of stars. Too much work and this is more than enough ...
  8. I am here also with your picture and yes the only way is to use blue and cyan as PF2 and PF3. To get more vertical scanlines to play the panel must be at the right and for me it seems 40Bytes wide screen mode is enough. I am also seeing some videos of many versions and there is something you have wrong that is our ship can't be 11pixels because it's too wide compared to the enemys. In all they're all almost the same width. The problem I am trying now is to have our ship similar as possible and good looking but with 9pixels wide. It also has to be because then we'll use 1Player+1Missile for one ship and leave 3+3 for the sides panel that with DLIs we can then have it in different colours down the screen. And about number of ships/lives aren't maximum display on the right panel also 3? Only thing is that on the bottom on our ship scanline we can't have the panel with PMGs, at least 2Players+2Missiles must be for the playing area when we have the 2ships together.
  9. @MrFish can you explain in your wich are PFs and PMGs? I can't get some there and perhaps best you post a real size [336x240] screen .png saved from the emulator. Thanks.
  10. And today there is also my last and I think the last proposal for the A8 version of Impossible Mission: http://atariage.com/forums/topic/219010-about-impossible-mission-playing/page-2?do=findComment&comment=3654438
  11. Hi. Because of this recent topic: http://atariage.com/forums/topic/260086-games-for-c64-not-available-for-a8 I decided to see again what I could get and found a new, simple and possible way that is using the gfxs from BBC&Electron version with some changes. It can have them with some changes like in future better rocks on the lift screen(s), turn into Antic4 charmode to get a 5th colour,... The idea is the rooms have as PFs colours: -> BAK: always black; -> PF0: always white; -> PF1: always brown (because some of the furniture fits better and also on the [\ \] lift); -> PF2: the background wall that can be any colour and suggestion is that is in luminance A; -> PF3: always blue that is in the platforms, pillars,... seems the best looking one; Then there are a maximum of 4 robots per room but only 2 per line so we can use 2 per each robot in 5th Player Mode and because they have PF2_brown that is also on the furniture but these haven't blue there aren't any clash. And our guy is made of the 4Players in Multicolour mode that I occasionally found yesterday a remake from our friends on here in the 7800 Forum: http://atariage.com/forums/topic/206915-possible-mission and for me is the real solution . First let me show these frames in different possible colours using the 2+2 A8 PMGs: Because of the colours I choose for the gfxs like the blue and the brown then I decided that the best for the player is to use the last one have the dark as dark gray (04) + red (28) gives the skin as light pink (2C). Here are two screens of the plaforms rooms with all this together: And the lift screen that can have, like I said, better looking rocks and lift gfxs: Regarding charsets the lift screen(s) is only 1charset for the playing area and other for the panel. The platform screen(s) can go with 2charsets but this explanation I'll leave to the person who would be interested and will contact me ...
  12. My Delta stuff here following this explanation: http://atariage.com/forums/topic/260104-delta-on-a8-and-all-stuff-in-case-someone-is-interested-in
  13. Here's the stuff and files will be sent in privat if there is someone who's interested in coding it. -> First load the picture screen that is shown while playing music and/or people press a key to continue the loading process: -> Loading screen with simply the logo (could have the colours blinking while loading like browns then blues then greens then ...) that can have laso the original C64's and the A8's credits underneath: -> After loading: Credits screen: Showing weapons/shooting demo like is on C64: Hi-Scores screen: In-Game screen(s) where top and bottom grounds are 2charsets and middle enemy's is another one: -> Additional stuff: PMGs are our ship multicolour mode [PM0+PM1], the two balls shots are P2 and P3 where 2 per line stars are these last ones Missiles (and because the stars must go behind the enemys then we must use Prior 2 ): The gfxs PFs/charsets are the top letters and those top icons charset_0, Delta logo charset_1, bottom icons charset_3 and each enemy wave in-game is charset_4: Enemys are most of them just a copy of C64 ones and are a transfer to soft sprite data... Now Im still here with the files to send them to anyone/someone that is interested ...
  14. Delta is possible on A8 and not really hard but kind of invert the way it was done on C64. PeteD was interested but he never show or maybe didn't anything. I had/still have all things translated to A8 and even sent them to some coders that didn't do anything just because wasn't their type of game taste. The game on A8 is grounds and enemys in PFs vs our ship, weapons and stars that are PMGs that is mostly the inverse of C64 where only shots and stars are playfield vs grounds, our ship and enemys that are hardware sprites. And isn't even all that hard because there are only a maximum of 6 or 7 enemys maximum on screen that aren't hard to do using software sprites.
  15. O.k., from that Lemon's Top 100 list there are 28 games also on A8 and they're all official releases by the same companies, this is 28%: #7 - Ultima IV; #9 - Archon; #19 - Bruce Lee; #22 - Mule; #23 - Ultima III; #31 - Boulder Dash; #35 - Leaderboard Golf; #40 - Alternate Reality - The Dungeon; #54 - Summer Games; #55 - H.E.R.O.; #59 - International Karate; #63 - Silent Service; #68 - Jumpman; #69 - Seven Cities of Gold; #70 - Spy VS Spy; #72 - Wizard of War; #73 - Montezuma's Revenge; #77 - Boulder Dash II; #78 - Pitsop II; #80 - Mercenary: Escape From targ; #81 - Lode Runner; #83 - Fort Apocalypse; #86 - Racing Destruction Set; #88 - Boulder Dash Construction Kit; #91 - Realm of Impossibility; #97 - Head Over Heels; #98 - Beach Head II; #100 - Blue Max; There are more that are talked but never seen like Last Ninja(s), Gunship and Winter Games that probably, at least the last two were never started on A8. There are also some others that have been talked and started coded on the last years but aren't finished untill now and maybe take it some more years because todays is just for the like and fun and eachone has his own personal life. From what I know I can say that, even some have more done than others, these can be one day on A8: #5 - I.K. +; #14 - Prince of Persia; #60 - Space Taxi; #94 - Barbarian; #99 - Sentinel; And also on the past there were some tries by particular person(s) and some gfxs, code,... of these two exists just waiting for someone(s) to use, continue and complete it: #8 - Ultima V; #18 - Elite;
  16. Humm. and anyone got the surprise because I'm not and never was a good games player ... He's going well and today at level 80: I count 12 different backgrounds if I'm correct. Does it ends at level 99?
  17. New video he's at level 22 but can't see in between levels ... and yes the gfxs are great .
  18. Triple post and the file only came on the 3rd one so please delete my 1st and 2nd likes ...
  19. Humm... and now it seems he can't made 11th ...
  20. Ye Yes. I discovered occasionally yesterday. He answered some time/years ago on the Price of Persia topic. P.s.- And before you start asking: "NO! there's nothing of PoP going on now". I don't even know how and why I got there but I think it was some Google Search for something that got me into there and into his post. It was yesterday, it was raining too much today over here so slept too much and don't remember anything !...
  21. Is it me? My browsers (Chrome, Firefox, Explorer,...)? Tried so may ways, translated and not and all adresses go into AtariOnline and never to the Pang topic page. Even tried many going into Google Translate page and is the same. What a great shit!... What do you guys get there? Any of you can explain why this is happening to me and the way to solve it? Thanks.
  22. Link to AtariOnline Pang topic where he post the levels progress videos: http://atarionline.pl/forum/comments.php?DiscussionID=3927&page=1#Item_14
  23. Don't know if he's also here on AtariAge and who is but had discovered him on the Pang topic at AtariOnline. He's going already at level 5 and as he seems a good player and for all curious guys (me included ) better having a constantly look at his youTube channel: http://www.youtube.com/user/tdc6502/videos How much levels/different parts of the world has our version and which are? P.s.- Would be nice if Tebe had/will put the names of the places on the bottom panel like on the arcade and other versions...
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