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José Pereira

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Everything posted by José Pereira

  1. Time now to show level_2: That 'blank' white gap screen is on all versions: Because of this: Need to build that screen when have these chars/tiles correspondants to the ZX done though now isn't important. Indeed isn't any importance as you don't go to this screen in any way ... Also there's a 'sort of mistake on original and even on C64 wider screen (32 -> 40Bytes) that is the screen that hasn't a vertical wall on its leftest side. You can see on those and here's a cut of the A8 version: Seeing many videos from all the versions and is the same: we can destroy the bomb to pick-up the item/bonus above (so it drops) and even at least one more (I think...), even destroting all the these? but none of the guys playing goes up to see what will happen. Inddeed this particular screen shows like this: So if we go up and don't remember from the left one (we already went) can not go to the left if code is right? Anyone good at playing or cheating can try to get into here (any of the 3versions: ZX, CPC and/or C64 doesn't mater) just to all know. Almost sure there's no error and the ship will not pass by to the left. But why didn't they just put there a vertical wall? Can we go or not to that part of the screen it would still loog right this way.
  2. Maybe he's porting his name game to A8: https://www.mobygames.com/game/zx-spectrum/phantomas Later _2 named Vampired by Code Masters: https://www.mobygames.com/game/vampire
  3. Latest version of level_1 (but I already started _2): Why? Because I need to. The colours now went like this: -> darker brown and gold 'outside' walls makes more difference to the 'inside' playing area blues/cyan; -> the large 'uggly' creatures are also darker 'terror' looking and you can also see that theirs eyes and teeths are lighter/totally different so distinguishable to the skin (so even better than C64 and/or CPC ones); -> some pixels changes 'here and there'...; Will try to get the other 3levels in about 2weeks...
  4. Simply using G2F to contruct screen per screen using the gfxs (tiles in [2x2]chars size as are the original size rebuild from CPC to A8). So I have two G2F windows open and copy tiles from one to the other (the one where I build a screen): Then I know which ones I decided that will/can use the PMGs underlays to add some more colours (red rectangulars with green cells): Later and for coder I need to correspond these into the ZXs ones following its order (here I was just starting adding first C64 ones to be simple for me but need to now change for the CPCs ones. This is toughest the part but will do for sure...):
  5. Here's it, the level_1 screen_per_screen as a .gif so imagine you're already playing the game : Time for the weekend, maybe ...
  6. Colours should be ok this way and some pixels reworking (level_1 PAL version looking): Time to go for level_2 (maybe not just to show a surprise first , later on...)...
  7. Wanna ask for a help that is you NTSC people please try this file on a real Hardware and post photo(s) of it here: level_1 line_3 screen_1 NTSC to tests.xex I can only use Altirra and in PAL I get this (Default PAL palette): But in NTSC Altirra only this one palette Altirra 2.80 Default NTSC I get what I need (be it right or not?): Others NTSC get different results on top and bottom (top and bottom is with colour_1 while at the middle plants ground has colour_F: On PAL is known that brown(s) _1 and _F colours are the same so that people usually says that A8 only has 120/240 colours/luminances. Thanks.
  8. On ours private conversation @JAC! said: and he's right (also thought from the begining but can't get orings same hue <colour_84 because PF2 is dark blue colour_8 and PF3 is cyan colour_9E). So I decided to do this: The result is this (just showing a screen before mopving up to the others and next levels OR not?): level_1 line_3 screen_5 ! darker blue brown and cyan.xex Here's how it was before: level_1 line_3 screen_5 !.xex Not see really other way so think is better than before. Opinions?
  9. Too much colourings and RGB 'type of' on the Amstrad CPCs (that is using exactly same 32Bytes wide screen as the ZXs and also the same (x,y)chars positioning) if you want to compare: And the ZXs one: P.s.- Maybe missing 'here and there' some soft sprites but that is the coders part, mine just add PMGs where they can be/belong to...
  10. What's possible on A8 with some aditional colourings using PMGs. Following with the other levels...
  11. Finally!... level_1 done all screens together:
  12. Sadly couldn't complete level_1 with all the screens this week but here's it, so allmost there ...:
  13. Yes, is good but, sadly, that is not possible. PF2 and PF3 are dark blue and cyan so at that line PM2 priority0 cannot 'go back' oring to purple/lilac but only to >= colour8 blue (only possible then are blues, greens, pale and brown). Though thanks for your proposal. 👍
  14. New year with the 2nd screen line added to Level_1 map:
  15. C64 sprite(s) 3colours so there wasn't a 4th one available (common on the two pink and brown so own colour on each is white and yellow . P.s.- Could be Jordan black instead the white then the ball be red like most if not all of the basket balls (think the ball is a tottaly not used elsewhere sprite...
  16. Also a 'strange thing' with it is that if you're using the Missiles this way in GTIA mode GR.9 (16luminances of one colour) we'll get its own colour possible on its 16luminances when overlaping the playfield correspondant 16 ones.
  17. It's always from playfield colour register PF3 (even if is in a graphics mode that hasn't it for use).
  18. Though at the moment have more screens but here's level_1 top 5screens together (a before the end of the year surprise 😞 Will continue next year !...
  19. @JAC! in case you don't read it on the messages I'm also asking here: Can't find the screen I made using G2F that you're saying "best conversion I've seen for CYB" in messages or forum here nor on my stuff. Did I sent you in someway/somewhere? Of course that I sure did it in Antic4 so multiple charsets, DLIs, PMGs changing across the screen,... so cannot be used while loading...
  20. Of course that it looks amazing with just some pixels not ok like the original, but using this one (RastaConverter) with lots of colours DLIs, PMGs different on parts,... there's no way to have it while loading and that's the reason for mine. On the other hand it also doesn't to be and not have sense that 'our ship' be redish/pink like all others because the in-game reality is it with blues...
  21. For sure you already may have noticed I've too quiet on the last week(s), didn't start doing screen-per-screen PMGs overlays as promised but is/was for a good cause, I think... Because of the old times jealouus of my friends with ZXs always have loading screen and A8 not (first and only for a long time was Spellbound) I always get a way to have loading screen(s) on all games I'm involved. using Bitmap GR.15 mode, no DLIs and PMGs does the aditional colourings. Here's for Cybernoid II: -> 32Bytes wide screen in different possibilities: 1.)- with more similar to in-games walls gfxs: Cybernoid II_A8 loading screen_32Bytes wide screen _dark brown BAK.xex 2.)- with pale green BAK: Cybernoid II_A8 loading screen_32Bytes wide screen _dark pale green BAK.xex 3.)- with even more dark pale green BAK: Cybernoid II_A8 loading screen_32Bytes wide screen _even more dark pale green BAK.xex 4.)- with red/orange BAK: Cybernoid II_A8 loading screen_32Bytes wide screen _dark red_orange BAK.xex -> 48Bytes wide screen so all overscan as PF0 darket gray (02) is also on top and bottom (here with dark brown but the same or others combinations (may)be possible: Cybernoid II_A8 loading screen_48Bytes wide screen.xex This gives you the idea: -> 32Bytes wide screen: PFs only: PMGs only: -> 48Bytes wide screen: PFs only: PMGs only: My preference goes, maybe to 2 (3 also?) because look better? So also change if you prefer 48Bytes wide screen mode (think here the brown(s) no need to change because of the all around darkest gray/black)? Just that a wider screen means about 2x the Memory size so double time the loading file... Also still not finished and need some pixels rework 'here and there"...
  22. Ah! that is just because I'm 'copy & paste' ZX version text and who entered it wrote that way. On entering names we can use [SPACE] so can have empty chars before, in-between and/or after. What is and need to be centered are all the hi-scores charlines. Everyone's free to 'destroy' horizontally if is his/her wish 😀.
  23. Just a last updating... these two with the black window for the text doesn't look good (it would if the text was centered vertically but can't as there's not one more charline at the bottom to do it): and is easy just by doing a DLI : end of levels _another craft.xex end of levels _failed atempt.xex
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