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José Pereira

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Everything posted by José Pereira

  1. Trying but no way to finish level_1 today. Only missing one screen on it and is exactly the central but is just an easy one:
  2. Two more screens done (the ones in the middle on the right side (a new gfx with colourings is the green portal end_of_level) so now missing more five to complete level_1): Now I'm in doudt (and maybe better to replace later ZX ones and code data directly/construct maps exactly is to use the CPC ones (that ZX is same but just in 1:1 ratio) but also that maybe C64 walls plants aren't the better looking or are? -> C64: Cybernoid I level_1 line_1 screen_2.xex -> CPC: Cybernoid I level_1 line_1 screen_2 with CPC walls plants.xex -> CPC but C64 on the 'open area parts (for sure, I think, that on the right at the top looking much better): Cybernoid I level_1 line_1 screen_2 with CPC walls plants but C64 open area ones.xex Will build another screen, one that has most of the area with the plants in-between and out, vulcan,... to compare between the two...
  3. On here is 2:1 ratio using charmode Antic4. Rounded gfxs like many on Cybernoid are will not get any good looking if in hi-res so before @mariuszw entered on here saying he had most of the ZX z80 disassembled and to turn into A8 using the middle-res charmode then i started doing it...
  4. Two more (to complete level_1 missing seven screens): By now I Think that got (like on II) wich can and cannot have the PMGs to add colours...
  5. For today two more screens done:
  6. For level_1 done by now 4 screens. They're not consecutive as I'm choosing ones that has different types of gfxs to see if can or not have PMGs colourings so this isn't definitive because I may find some screens that can't then have to go back and remove them. By now and seeing maps and cut screens seems these ones here coloured with PMG 2&3 can have. This time I'm choosing to drop the screens over the ZX map so you can see what will come next and the difference(s) : More soon ...
  7. Found other Mastertronic supposed to be released on A8, on the right side is Back to reality (from an Italy add): Never ever seen this one nor even in any other version. The graphics seems A8 almost in just 3colours ´black so go for Bitmap mode GR.15 and the guy/astronaut (not hi-res for us) but using PMG... Kickstart on the other way isn't on A8 for them... It doesn't to seem worth this one seeing the C64 version: https://www.lemon64.com/game/back-to-reality
  8. Somes fixes and a 2nd screen: Cybernoid I level_1 line_1 screen_2.xex Cybernoid I level_1 line_1 screen_4.xex
  9. Foud one advertising (but never seen this one as is a german one and my views were others from the U.K. that I can't find now):
  10. The Mastertronic (MAD label) one. It was anounced in their catalalogue/adverts and on some of the other Atari 8bit tapes releases boxes together with others. The others, if I remember correctly were all released and I had almost all back then but never (anyone?) ever saw Flash Gordon. it was relased for the 'usual 3' and even MSX but not Atari 8bit: -> Diskette version named Capitain ZAPP (think was for the U.S.A. market as usual only in diskette that could had the Atari 8bit on the usual flip side/two versios): https://www.mobygames.com/game/19067/captain-zapp/screenshots/ Now we know that it exists but seems is sadly lost forever. Never played it in any of the versions but think that I read that wasn't7isn't a great game though it'll makes another entry and think we all would like to see how's it looks like on A8.
  11. Watching better some screens and start getting, like on II, wich gfxs can and can't have PMGs colourings so here's another one (this time real screen as is on the original): Cybernoid I level_1 line_1 screen_2.xex ( you can see that wall pinkish on top but is by now and is workable...)
  12. Just to see what it could look like I started some working on the Cybernoid I using same exactly method of PMGs colourings using a same, again, ZXs Z80 possible disassemble to A8. Now we have different is that I put PF2 in gray instead of another blue. this way I can get redish/pinkish walls plants but also other gfxs PMGs orings to any colour of the A8 palette. Here's the 1st screen that I added some stuff there to see what it could look like: starting position A8 _2.xex Some notes: -> This is a mix of the gfxs: some are using CPC (turns) while others from C64 (grounds/plants), walls/platforms of ZX (translated to 2:1 ratio) and I even redone some to my please and liking... -> The walls/plants on left have redish colour_3 and on the right pinkish colour_4. What you prefer? -> Our ship and items to be collected will use blue/cyan/white but enemys? I'm thinking of (usual in C64 hardware sprites) have them blue/gray/white to makes the difference to our ship (you can see those two with gray on the left and cyan on the right then this would be the same as our ship). Opinions? -> On the top under the roof platform regarding those two types ones: the rockets seems better with cyan while the mini-towers better with gray, isn't it: I just saw some screens and studied quickly the levels maps but doesn't seem much different but maybe on some screens I will 'run out' of PMGs for aditional colours... I'll just try some more to see and post examples here soon...
  13. Platman was started and all screens (possible moving through all them across the game and some more things...) but instantly the guy no longer continued, replied to my calls,... though he's still active with a 2nd Platman and many more games on the C64 (indeed he was a C64 coder and was him that wanted to do an A8 version). Regarding Cybernoid II is the usual PMGs to add colours like we (me and @mariuszw) did on other C64 and ZX ports on the past I just start doing this after he said here he had most of the ZXs Z80 code studied: I'm just ending some things and will ask him if he wants to start the translation to A8...
  14. There's one and what a great one (Category “EXTREME-256”: Program a game in 10 lines (max 256 characters per logical line, abbreviations are allowed)): https://bunsen.itch.io/jumpman-by-eric-carr The way things are adding chars/gfxs and soft sprites for creatures can make a 'type of' Super Mario (on his page the gameplay shows different levels colours/luminances)...
  15. All game 4levels done. Here's them (each one separate followed by the others 8bits versions that A8 is using same Z80 (CPC and ZX) gfxs and width/sizes): -> level_1: -> level_2: -> level_3: -> level_4: I think the things looks more than ok ...
  16. Saw it here early in the morning. GR.10 as I'm counting 9colours. It'll then maybe a pain to add PMGs for moving stuff (for example PMG0 will be black, the border on this mode), higher priority over the other 3 would be suitable for the shooting + Pointer but black over gfxs? Humm...
  17. Ok. so showing the 'X' design all together on the 3 maps already done shows clearly, I think, that is the best and the way to go: They now really make/show the difference to nearby/others gfxs as much as we can using A8 resources...
  18. I'm doing gfxs using CPC version but some are different than C64 (Z80 versions are the original so other than the aspect ratio ZX and CPC they're the same). For example the mines/bombs whatever they are: -> ZX / CPC: -> C64: So we can see the difference between diamonds and them but also the walls, ground,... because they're diferently coloured. On A8 there's no possible PMGs to use on these so I tried many designs but always using C64 design (I thought looked better: But from yesterday that I decide that I wasn't liking and I must really get them as different as possible (that they 'shine'/distinguish more to all other things). Whatever 'inside' colour (white, blue, cyan,...) no way so again (tried on the past with no sucess) I get the CPC ones and with some rework now look like this on an example screen that I added some diamonds to see difference between the lookings: level_1 line_1 screen_1 _b.xex Of course that can still be improved but the white is what really makes them different to the others, isn't it? What's your opinion? Should I go with this and replace on all the screens? P.s.- Also the new 'X' design makes them more distinctable...
  19. Only one level (the 4th one) still to do... so here's them the 3 with latest gfxs (think now are definitive ones):
  20. Important is that the screen can be on A8: level_3 line_1 screen_4 -.xex
  21. Think is that but because there's that think above (that can't be destroyed there's no way to get into that line and on there you couldn't go back):
  22. While building level_3 found one more (the screen in-between green lines) has a corridor that doesn't do nothing because we cannot go there) that again is on all the three versions:
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