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Everything posted by José Pereira
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And the results?
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Clipping? What is the meaning?
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I think is using PMGs and that turns possible the hardware scrolling on the playing area.
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About a C64 sprites animation...
José Pereira replied to José Pereira's topic in Atari 8-Bit Computers
Thanks. But that 'kind of' I know. That is using all as PFs. That is green BAK and more 3colours where yellow is on background and in the bubbles and it also seems that this part of the screen is reduced to narrow mode 32Bytes wide. -
About a C64 sprites animation...
José Pereira replied to José Pereira's topic in Atari 8-Bit Computers
Humm... That could work and gave me an idea, no flicker and isn't even necessary to use any PMGs: Bitmap mode GR.15; And in alternate scanlines, like: -> Bubbles 3colours in even scanlines (one colour in 3luminances, I suggest 0_dark gray/gray/white, 1/F_dark brown/brown/light brown and E_dark/pale/yellow to be completely different from the text); -> Text 3colours in odd scanlines (the other A8 palette's colours the same way as 1colour in 3luminances, title and names lines colours DLIs for changing them across screen); This way the bubbles animation as software sprites and only done in their scanlines, the even ones. It could not look soo bad but I would still like to see something similar but ddone with PMGs... -
About a C64 sprites animation...
José Pereira replied to José Pereira's topic in Atari 8-Bit Computers
Problem is that text doesn't fit in 40pixels. It doesn't have to be that sort of wave movement but other similar using PMGs in multicolour mode. With this then let's say that I would have 3waves and that on each the 6bubbles (each has 8pixels width) doesn't overlap and just zoom/un-zoom: -> wave1: [P0+P1]; -> wave2: [P2+P3]; Then wave3, the leftest ones are the smaller bubbles and they must be a maximum of 4pixels wide: -> wave3: [M0+M1/M2+M3]; It would be PMGs going down and up changing xPos accordingly. But this way what kind of sinusoidal and oval/circle wave's movement could we get? -
About a C64 sprites animation...
José Pereira replied to José Pereira's topic in Atari 8-Bit Computers
Rybags but isn't soft sprites, I want to know if similar of that using A8's PMGs for those circles/bubbles and what possible solutions like the one I posted, possible or not. I still need to have PFs for similar credits text other colours behind the bubbles so these have to be PMGs similar to what they are on C64 that is hardware sprites. -
About a C64 sprites animation...
José Pereira replied to José Pereira's topic in Atari 8-Bit Computers
Here's the animated gif of the Armalyte C64 credits screen: -
Hi. First I want to say that although it would be better that I posted this in the Programming forum my decision is because here there maybe more people seeing it and can answer. This circles animation is trivial for C64 with their 8 multicolour hardware sprites and some multiplexing but what can we get on A8? Each wave/snake is made of 6 circles and it seems that there are 3 waves/snakes on screen. It doesn't need that each circle has exactly the same 11/12 pixels wide that is the C64 hardware sprites width. It could be, for example, each circle reduced to 10 that would be 1 multicolour A8 sprites=2PMGs and then at the same line could be another one for other wave/snake but I seem to figure that it is also the 3rd one sometimes at same line are more. To the left side that are the smaller size ones. If this I could even resize circles to have each a maximum width of 8pixels so I could have 3 per scanline (left to right): wave1 small ones [M0+M1/M2+M3] / wave2 [P0+P1] / wave3 [P2+P3] (these last two the larger 'zooming' snake/wave). But how to when sometimes a circle, front to back, overlapping the next? Have each have snake wave same 2PMGs and when moving changing its xPos? But again how when it gets to the bottom it extends its horizontal width for turning back and going up? This could be easier done as software sprites but then I couldn't have the text behind. I just want to build something similar effect for a future game title/credits screen I have in mind. Any ideas and help? Thanks.
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I usually have Altirra in PAL and palette as Default PAL. On Video set to PAL and also here same window colours/palette to Default PAL that is near the bottom of it. It may be also good that you in window View then Screen/Overscan, I think because I'm not in computer now, set to Normal that is the [336x240] pixels screen that is the display like you see on an old crt tv.
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I went on to Google somewhere some days ago and I think that what I read was the meeting will be this month on 22st that is a Saturday so the results and talkings will sure start to come by the end of the day.
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Try unistall it and install it again, that will ask you to insert roms again and do it. Don't know if you have set again KBs memory preference, PAL or NTSC, colour palette, sound,... but that is fine. It seems the same that I have from time to time and I think it happens in particular ocasions on some files that crash the emulator and it ask for the roms but doesn't accept them anymore.
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Platman, conversion from Amiga to C64....and A8.
José Pereira replied to wanax's topic in Atari 8-Bit Computers
The sprites are all PMGs, there is no software sprites though I don't know if it matters for what you're talking... EDITED: But yes, there are multiplexing on the PMGs Players if there are more than 2 ghosts on screen -
Platman, conversion from Amiga to C64....and A8.
José Pereira replied to wanax's topic in Atari 8-Bit Computers
All the times or just some times? -
Got the real size [256x192] screen and this one was simple to, using P.C. Paint program got it into 5colours. Of course that you need to know that on A8, for example, PF2 and PF3 colour registers can't be on the same char, that you have to watch game videos and play, that the sky blue is same PF as the light gray on the ground just a DLI, that penguin is simple as 2PLAYERS but because is always in front over anything you have to use Prior1 and he must also be P0+P1 to overlap others that use PLAYERS, 2 and 3, that are the flags, fish and seals, that all that use PMGs are 8 or 16pixels wide (1 or 2PLAYERS) so there are MISSILES free to use and the best and we need is to combine them in 5th PLAYER for the penguin shadow but then because of this the PF3 colour register is/was set to the light gray and and so many other things for this and other games. It's trial and start with something then years and many games after we get into this 'How to' like me and may also find and colaborate with coders. You just have to start ... and there's always people here and on other places for you to ask and upset with your ideas .
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From exactly what I posted here's with only PFs and only PMGs and the two real seen screen for you to get a better idea and how simple I think it would be (following this I did also the map and end of each level, here's with the example of the U.S.A. base): -> In-game screen: -> Map screen: -> Final of level: And I can say this one is the simpliest one I ever 'thought on' because it only needed around 6hours to all: watching videos, play, no need for too much thoughts and do the stuff on G2F .
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Hi. It was easy , the game doesn't seems hard and is really possible. All in charmode, less c.p.u. comsumption and DLIs for changing PFs colours between the different zones: -> The top status is an easy GR.0 using 1charset; -> The sky/horizon in GR.12/ANTIC4 with hardware horizontal scrolling to move left & right the mountains/icebergs when there's the walkways turnings using other charset; -> The playing area again in GR.12/ANTIC4 where: BAK: darker; PF0: middle gray; PF1: white; PF2: blue; PF3: light gray; I decided to use dark gray (04) instead of a pure black (00) for BAK because of the crevices doesn't have their inside 3colours too much difference netween the 2grays and dark. And this same reason gives 'our guy' penguin then the pure black because he's only 2PMGs. So for PMGs we'll have: -> [P0/P1]: black for the penguin and underneath him the shadow is MISSILESin 5th Player mode/PF3 light gray colour; -> P2 and P3 for the flags, fishes and seals multiplexing them across the screen (seals have use the PMGs over the PFs pixels but it doesn't seem there is flags and fish on its scanlines); Is simple as many PMGs frames and zooming from horizon untill they reach the bottom ... For the flags, and we can also invent new and other things, have green and red that would be the ones we could or not cross over (penalty for red and points for green ). Also the fishes can have each any colour across the screen would look very nice . Here's the result (didn't do much, just get the original 1:1 ratio into directly conversion to 2:1): At the end of each level the house wall is a simple 2colours DLIs with the country flag with PMGs and the penguin seeing from front can use all 4PMGs to have the red for the tong and a pale green for his bik: I'll post this soon and also the map screen so stay tuned ... P.s.- And when this one done then the 2nd part is a little bit harder but the same guys PMGs multiplexer and we'll get to the 2nd on the series that is Penguin Adventure ...
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I saw it some years ago when I started posting here my ideas for converting games from other system into A8. Got some screens and watch some videos but as far as I can remember never did nothing nor show it to any coder and I also don't remember if I saw it occasionally or because, like you, someone talked about it here or anywhere. I'll have a look on the next days and see if I can post here my idea for the game and, like you said, maybe someone may pick it up.
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The A8isa1 I even like and much more real for a raining Autumn colour/luminances forest screen than the original.
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Game Score routine Mac/65 assembler
José Pereira replied to Grevle's topic in Atari 5200 / 8-bit Programming
There is love in the air in one screen and an arcebisp on the other, humm... I think it is to say that something else can only be after they marry... -
Like someone usually says: "You know how to promote a game" and I don't have to understand German to agree with him.
