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José Pereira

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Posts posted by José Pereira


  1. 5 hours ago, TIX said:

    Hey,

     

    this is what I have so far (3rd row), the double wide frames are giving me grief as always.. but the work is flowing fast  !!

    by the way, do you know what the Lego man is supposed to be doing ??

     

    241541927_Brucesheet3JPG.thumb.JPG.7200bb24efd2c9df28e3df768772cddf.JPG

     

     

    Please use skin colour as a brown/light brown as on original (and is on the picture above).

    Using pink but the chinese aren't pink but they also aren't that washed-out C64 yellow green or the so light yellow like on CPC. It was one of the criticisms for their version back then but for them is ok because C64 brown is too dark for skin and CPC hasn't really brown.

    For A8 a light brown like 1C or FC (luminance E probably is also too light/bright).

    Other than this things are going along nicely.


  2. On 6/20/2019 at 3:40 PM, _The Doctor__ said:

    nice site, you can set the number of colors you want or limit how many and sort through the pixel art.

     

    On 7/15/2019 at 1:34 AM, Stephen said:

    Because people love the C64 conversions :)

    output.png.3a5cf49e522061cbd4a5e2dce531a9ab.png

    Stephen_FlatCountry_C64.xex 22.26 kB · 36 downloads

     

    On 7/15/2019 at 2:30 PM, CharlieChaplin said:

    It's C64, there is not enough violet, lilac, purple, lavender... ;-)

     

     

     

    On 7/20/2019 at 4:39 PM, Gunstar said:

    I don't mind converted C64 images if they are done by someone else and I like the subject matter, or it's show's good artist's skills within the limitations of the graphics. But I don't want to do them anymore myself, and I would rather spend my very long time, converting images to be of subject matter that takes more advantage of Rasta's color and resolution abilities. I downloaded this one as I happen to think it's really good pixel art, regardless of the subject matter and color limitations. And of course you did a superb conversion job!

     

    Back in the day, when all I had was 4-5 color, single Antic mode graphics paint programs, with no DLI option, before I got RamBrandt Art studio and Technicolor dream and later mixed-mode image viewers, I was impressed and jealous of C64 16 color graphic art, like this, when I could still only use 4-5 colors on screen. 

     

    There was a time when I was NOT impressed, but disappointed with the 128 color palette of the Atari, like it was mostly useless for me as an artist since I was limited to 4-5 at a time, I didn't care how many I could choose from.  I  felt suckered by "false advertizing" by Atari of the 128/256 color Atari palette, when I could still only use 4 colors at a time in 160x192 resolution, and the low-res GTIA modes that reminded me of low-res 2600 graphics. When I saw 160x200 16 color C64 graphics (but I didn't know of the C64's smaller palette at the time) until I saw what the power of the A8 could do with the GTIA modes and how much more impressive they could be, with the extra memory and processing power, and mode-mixing, than similar low-res 128 color palette graphics of the 2600. And the ability to use DLI's and mix graphic modes as well as colors by using them, I've continued to be impressed by something new all these years later. And have long since come to realize that Jay Miners 8-bit really was/is an Amiga Jr. like what's his name of Dropzone fame commented.

     

    But not afterwards, and especially for what I could do once I got Rambrandt with it's DLI options, as an artist with careful planning of color usage and DLI's, I could make a much more impressive picture *technically-if-not-artistically* with far more on-screen colors, and not just a bunch of rainbow-banding graphics like Alternate Reality The City graphic art. But if it's a well done piece of art, I like it, 16 colors or B/W, or whatever.
     

    Off Topic but Albert or/and other monitors see, please try to figure out and resolvre this:

    It has a post (maybe the latest on 20th July) but then it has two post from (15th) and restarts for right (Saturday 20th of July, maybe the first from that day).


  3. 4 minutes ago, CharlieChaplin said:

     

    Hehe, that's why I ask sometimes to have no more than one title or loading picture in front of a game. If loading (playing) the game several times it gets boring (annoying) to load several intro/title/loading pictures again and again. Evil as I am, I changed Bomber, Mighty Jill and a few other games (think Bosconian also) in my personal collection to have only one loading or title screen and removed all others (e.g. removed all lesbian screens from final version of Mighty Jill)...

     

    😧

    On Bomber? And do you ever thought of all the hours, days and nights, weeks I lost to do all them?

    😠

    😝

    :thumbsdown:

     


  4. 19 minutes ago, CharlieChaplin said:

     

    Yep, it's flicker-hell on PAL and hurts your eyes within a few seconds. Not useful within any game or program, not even useful as a "still" picture since it does not stand still (flickers extremely badly). Whoever said Crownland has flicker should look at this picture on PAL for several seconds - now everything, including the real world, has flicker... ;-)

     

    Besides, this picture as well as most Rasta pictures do not look as good on the real A8 as they do in the screenshots here. Why ? On the A8 it is (they are) fullscreen, so you can see every single pixel, if you are sitting in front of the screen (e.g. only 30-50 cm away). You have to stay away some 2-3 meters from the screen to see and recognize the whole picture.

     

    Back then there was a small computer store nearby that me and my neighbours spent there hours playing games because the owner and the employer were nice guys.

    They had an Amiga and a C64 all with Commodore monitors. Here the C64 appeared too late and was never a big seller so all my friends were allmost all ZX/Timex owners (the Timex computer factory was here so there was many 2048 and 2068 with that cart emulating ZXs) and they were always saying bad things about the C64 games and it's block 2:1 ratio pixels while they had small and detailed stuff.

    Why? Just because on the monitor (I think it was a 1702) you see exactly the square pixels and no blend/artifacting, nothing... and they also had only TVs at home so the images blur but also all the C64s games I remember seeing there were multicolour 2:1 ratio ones, even the sprites (back then I even didn't know that C64 could have the two modes mixed and hi-res sprites untill I start to see some magazines on the shops).

    I remember that, as an A8 owner habituated to 2:1 and multicolour, was the only defending the poor and humble C64 😁.

    When some of them were in my home playing A8 games (and ours pixels/screen size vs C64 same 320x are even bigger) they never say nothing and notice the square pixels because I had a TV and was the PAL Blending 😉 though they still 'attack me' for not having all those arcade, driving and movies big names games they had for them 😞.

     

    • Like 1

  5. 1 hour ago, VladR said:

    You can also mix 4 hues and 4 brightness levels in 4 color mode. If you add character mode and PMG, you get 6 brightness levels. And using 2 frame flickering you can get 8 hues and 11 brightness levels. That can make images like this:

     

    lambo.8x11F.png.ef104159aa0d2dd6527f86c2e13f65de.png

    Humm... Why didn't I read it all/well. He says it all there (and were R0ger who did it?).

    So it has flicker and to have this result you must be in PAL that flickers too much vs NTSC.

    It maybe not so good ;)...


  6. Now I also downloaded and zoomed the picture. Most of the intercalated scanlines seems to have only black but there are also some that have solid colour in consecutive scanlines line the front of the car.

    If you zoom for a large large picture you'll see that the intercalated scanlines aren't really black.

    It seems that the in-between scanlines aren't using the usual black, gray and white but also the blue, green, red and yellow that blending gives this nice result?

    Where's this and who«s the artist?

    • Thanks 1

  7. 17 minutes ago, VladR said:

    How exactly is this one done ? At first I thought that since this is interlace, then we're talking PAL blending, and alternating two different framebuffers. It's also not using PMGs, as you say that would give you 6 levels.

     

    But then you mentioned the 2-frame flickering would give you more, so it implies that the image above isn't using flickering.

     

    I would understand additional colors would be produced/artifacted if it wasn't interlaced with blank lines (as at that point, any color below the current scanline will "bleed" some color into the color above it). But the interlace makes it confusing for me to guess what exactly is going on here. Is this a carefully timed kernel ? But then you wouldn't talk about hues, it would be straight new colors. So, why hues exactly ? Is the every odd empty scanline a GTIA mode ? It's still empty, so it shouldn't matter to color blending, no ?

    It seems that usual PAL Blending technic (that wouldn't look good on NTSC machines) where on intercalated scanlines you have:

    -> red, green, yellow;

    -> black, gray, white;

    (And blue is BAK register so is possible on all scanlines but it can also blend with all those above)


  8. 15 hours ago, emkay said:

    Yeah, back then I suggested to use a picture that breaks the common "vertical" break even in a loading screen.

     

    load1.png.b41bf2ee88f8648132b4905ebc437e1f.png

     

    The colored loading above a 5 color  display. Up to 11 colors per scanline while the limits were 4 colors in game loading screens .

    Sadly, the game never made it.

     

    But no way I like that one now.

    Strange is why you come with it and it vs my actual one colourful... How can this one be better?

    Does anyone here like this one and think it looks any better than the one I did?

     

    P.s.- @Emkay: the game is indeed beeing done and more advanced than your thinking. Not from the first coder, nor a second that no-one ever know who was but by a third one. Maybe you'll see it more soon than you think 😉...

    And no, it's not like the video you see at the end of my posts but you'll all will be amazed from what we get and what A8 version will have (just can't see how and already contacted Albert here because I don't get how to edit these bottom information on this new AtariAge forums but sadly and from a long long time I don't have his answer).

    😁


  9. Ok. it hasn't there 23 because I didn't do some Orings between some PFs and PMGs but I could do it, just didn't like the colourings result.

    You may call it simple but took many hours to get 😉 and had the idea is more than enough 😁.

    Here's it with just PFs before the PMGs added:

    513683053_Loading_withsolidletters_PFsonly.png.a2fe2b21d560c5abfa16e3b005032bc2.png

    • Like 2

  10. 20 hours ago, emkay said:

    Up to.... but if you want to have some nice image...

    Humm... will you say that this isn't a nice image?

    msg-6517-0-39276000-1541774568.png.8dfa3dbe63d24da599fef621971d22ac.png

    23colours and no DLIs and is a single charset (=<128chars) so it can be used while loading.

    😉

     

    21 hours ago, José Pereira said:
    21 hours ago, emkay said:

     

    9 color registers plus GRPIOR logics. Allowing 17 colors per Scanline for small pictures without DLI usage. For loaders and else.

    Antic4/GR.12 is that way 23colours, isn't it?

     

    • Like 7

  11. 10 hours ago, R0ger said:

    I wouldn't go as far as claiming I know what Emkay wants :-D

    When we're talking of platforms, scrolling,... he enters to say the best is double scanline Bitmap mode GR.7 limited to 4colours when we all see that will never look good that way and that his claims that is just adding PMGs for more colour simply has it constraints because they're not possible to be freely posted there. On A8 our ColourMap is charmode and 5th colour PF3.

    But when we're talking about 3D, 2,5D or whatever and that A8 has the best that is linear and pixel per pixel he jumps to say that is charmode we should use.

    Sorry but I just couldn't resist to post something. I was with some weeks with no posts so thanks to emkay I can say something and if all can post why not me also :grin:.

    Oh God make me good but not yet!...

    :grin:

     

    P.s.- But why that allways when he starts a topic or enter is always one(s) that has more talkings, answers, 'ping-pong' replies you say I answer, you quote then he/they quote and on and on and on...

    This seems the biggest mistery, maybe not only on the A8 fans, AA but on all the universe ;)... 

    :thumbsup: 

    • Like 3

  12. wesmond, thanks I'll think about that

    snicklin, thanks for your idea

    Since I made some gif for folks here and there I thought I'll share it with you, too

    still many things are yet to be polished

    Still think that you you should really add the 4Missiles as 5th Player/PF3 colour as darkest gray (02) for the tyres and not like here that seems a (04) then have the 4PLayers multicolour in 3luminances.

    And an ides is you also could give players the oportunity to chooge guy/moto colours like 3yellows, 3blues,...

     

    P.s.- Maybe the blues DLIs later when set for the sky zone (without road over it ;) and have adding some buildings, mountains,... and only around/untill a little up these scanlines.

    This could be using Antic4 2:1 ratio and 2sides scrolling while up a single light blue and over white and grays different/parallax scrolling clouds.

    :)


  13. erichenneke: I'll consider this

    NISMOPC: I'll think about that

    ---

    Ilmenit suggested me the change of colours, so I tried it and now it looks more like a game!

    You're using the 4Players (2+2 Multicolour mode on the guy) but you still have the 4Missiles free.

    If you combine them in a single/5th Player mode taking PF3 set to black (colour that you in bitmap don't use) is one more an it would be for his moto tyre(s).

    :)

    • Like 2

  14. Thanks to Kaz post(s) at AtariOnline here's some facts (we're with A8 aren't all that bad, I think ;)) taking from Vitoco, Carlsson and Bunsen:

    1. This year a lot of works appeared, and a beautiful summary was made by one of the authors of Atari works, Vitoco:

      Vitoco:

      83 entries, only 20 of them are for Atari XL / XE, less than for Commodore 64 which are 21, plus 9 for VIC-20. There are 12 entries for Sinclair ZX Spectrum and 6 for Amstrad CPC. There are 3 or less entries for MSX, Apple IIe, Tandy TRS-80, BBC Micro, Mattel Aquarius, Thomson MO6 and Atari 2600.

      PUR-80 category has 35 entries, both PUR-120 and EXTREM-256 have 18, and WILD has 12.

      There are 43 authors, and the "most" are: Kevin with 8 entries, Matteo "Toolkitman" Trevisan has entries for 3 different platforms. Nobody sent entries for all 4 categories, have two entries for WILD entry.

      16 different BASIC flavors were used in total (including different version numbers on some of them).


      The statistics were also supplemented by one of the co-organizers:

      Carlsson:

      2015: 56% Atari XL / XE, 31% C64, 8% Amstrad CPC, 5% other formats

      2016: 26% Laser VZ-200, 23% Atari XL / XE, 20% C64, 13% MSX, 7% Tandy MC-10, 11% other

      2017: 39% Atari XL / XE, 26% C64, 15% Amstrad CPC, 5% Tandy MC-10, 15% other formats

      2018: 33% C64, 26% Atari XL / XE, 13% Amstrad CPC, 7% Tandy MC-10, 21% other formats

      2019: 25% C64, 24% Atari XL / XE, 14% ZX Spectrum, 11% VIC-20, 7% Amstrad CPC, 19% other channels
      Interesting statistics, which led by Bunsen, where the authors of the programs come from. Definitely fashion in the US for such cosics:

      22 entries from USA
      11 entries from Italy
      10 entries from Germany
      5 entries from Chile
      5 entries from France
      4 entries from Hungary
      3 entries from Spain
      3 entries from Switzerland
      3 entries from Sweden
      3 entries from Ukraine
      2 entries from Netherlands
      1 entry from Australia
      1 entry from Belgium
      1 entry from Brazil
      1 entry from UK
      1 entry from Austria
      1 entry from Poland
      1 entry from Columbia
      5 anonymous entries

    :thumbsup:

    • Like 2

  15. Ok. So instead 0f C64 that has 8x4 size pixels we could go for what, 4x2?

    The top on the trees, clouds and sky we could do in what, GR.7 2x2? GR.15 2x1 or is possible/better charmode GR.13 2x2 or in GR.12 2x1 pixels size?

     

    But regarding playing area I tried to see what colours we could have for gfxs paying attention that using GR.10 we still need to share some of them with the karts.

    If, like Trailblazer, that they can the two meet eachother then these bars at the bottom are the colours we can have (just aproximate ones not real A8 doing quickly using PAINT):

    post-6517-0-92301900-1554384654.png

    704 (for gfxs and Mario PM0 but also the borders): darkest gray (02);

    705 (for gfxs and Mario PM1): red (38);

    (On the left the PM0 oring PM1 only on Mario frames and not on gfxs gives a pink (3A))

    706 (for gfxs and the top creature PM2): darkest gray (02) ;

    707 (for gfxs and the top creature PM3): green (B8);

    (On the left the PM2 oring PM3 only the creature frames and not on gfxs gives a light green (BA))

    708 (only on gfxs): a blue for the water;

    709 (only on gfxs): the light brown;

    710 (only on gfxs): the dark brown;

    711 (only on gfxs): the white;

     

    From C64 the only majour colour we're missing is a purple/lilac but we really need to have repeated that darkest gray (black) for the two wheels.

    The karts on C64 that are 12pixels wide should be reduced (or maybe not...) to 10pixels wide (and I also think they'll look better to be in 2x2 size so they don't be too small VS large gfxs pixels...).

    I put white as PF3 colour register in case is a single player game or even with the two windows they're at different worlds (so not meet eachother) and then the kart can, for each, be wider (and taller...) so the white can be used as the 4MISSILES in 5th PLAYER mode (for that splashing effect when in the water).

    This way 2 registers (this time P0_704 and P1_705) have to still be the same darkest gray (black), but we could, maybe then have P2_706 red Oring P3_a gray will give the pink (so they'll look similar to C64) on mario (red replaced by green on the creature would Oring with gary still gives a light green):

    post-6517-0-68006300-1554386117.png

    Get it?

    :thumbsup:

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