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Everything posted by José Pereira
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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): 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): Get it?
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I count it 10pixels wide so having 2 players and 2 zones similar to Trailblazer. Problem is the way A8 works in GR.10. PM0 be black (02) is good because is also the border colour and PM1 red (38) then oring multicolour light (3A) for Mario's skin. The other player has to 'waste' PM2 same black (02) and PM3 green (C8) then oring (CA) and is a green skin creature (maybe from Mart ). Not bad that you'll have 8colours on the 4:1 ratio pixels gfxs and two more on the PMGs multicolour.
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No because there at the road lines on the 1st Out Run is C64 using 8 Hardware sprites and I'm saying the same that is A8 using all the ones it has. If C64 has more the car is wider but if A8 has less than the car is shorter and also is the road. Doesn't this makes sense and is what is on my screen(s)? Yes it does. No way!...
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And what that one has anything to do and can be for some use to do a road, sides gfxs and multicoloured cars like Out Runs, Power Drift, Chase HQ., Turbo Charge, just to name only a few. Using that what can you get? Nothing!
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If so then why on the original , the 1st Out Run, on the road lines is exactly all C64 Hardware sprites been used for ours Ferrari and the other cars are just chars?
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Why? It is just what A8 have and what can be. Better have our car as PMGs and all other as chars and cars as soft sprites like is on the original Out Run. Your idea of having the road as PMGs isn't possible for a game with all the other things. Simply is our car that moves freely whenever we move the joystick because all the gfxs are pre-calculated always same like also the others cars and road stripes, turnings,... And isn't only me that is saying that but some others and are coders I contacted and don't want to have the road as PMGs because is too too much trouble,... If is all in charmode like you want then what is the difference. Aren't usually all A8 games using the PMGs for our player (man, car, whatever...). I really don't seem to ever get your ideas. Probably though not only me ...
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Indeed on C64 first, the original Out Run they did something similar to my proposal: All their Harware sprites are used on the car and the 3 common colours are the 2 road grays and black while the own per char colour(s) is the stripes, gfxs and cars main colour. Then to simplify things and get the gfxs over the horizon others they re-used here the hardware sprites. Our Ferrari is always over and all the other cars are soft sprites. Because they wanted to have the horizontal bars to make the speed feeling they 'wasted' 2 registers (the 2grays) so more the black and they didn't have one more for the sides different colour(s). What they are doing in the other later two Out Runs is leaving the scrolling bars and and please notice that on these they cleverly have like on mine: -> Irregular forms gfxs like trees and pillars use the same colour(s) as the ground; -> Rectangular forms gfxs like buildings and panels have other(s) colour(s) than the ground because they are positioned and zooming in chars boundaries:
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I agree with Emkay to do the game in Charmode (Antic4) but I'm in no way that road should be as PMGs. What it has to be is to have road less wider than chars also less wider than on C64. Have alook at C64 Turbo Out Run and Out Run Europa: What we have here is the 3 common per chars colours as black, road (dark gray) and its lines (light gray/white) than the own per char colour (terrain like green grass and trees, buildings other colours, signs,...). Using this we just have the road in 3 or even 4 lanes (centered on screen, moving or not) and be: BAK: dark gray (a 04); PF0: black; PF1: white; PF2 and PF3: can be anyother own colour per char similar to C64 colourmap; So this way the cars can be positioned over BAK (00) is easier and buildings over the sides and their zooming in chars boundaries. Our car using all 4PMGs in Priority 1 and Multicolour makes it 20pixels wide. This way is easy to have it moving for free (as is at allways the same yPos just changing the xPos and frames and always over the other cars or coliding them is allways over ). So anything on the sides like C64 can be black, white and dark gray with a 4th colour own per char. Have a look how it'll look: -> In 48 Bytes wide screen: -> And if necessary to reduce the screen width (40 and 32Bytes) still doesn't look bad because the borders have a dark gray: Say what you want but I don't see anyother way and/or best as this to get something good. P.s.- Over the sky and in hi-res we can have the status text, numbers,...
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Yes, but even on C64 those OutRuns still has more than 1charset across screen. 1 C64 charset = 256chars is 2KBs than it'll be the same as 2 A8 charsets x 1KBs=2 x 128chars.
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And in my opinion the one that makes sense is the left one. The right one has the legs too much opened and it doesn't correspond to reality when doing that kick. It is a good time to change this right from the original...
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Quoting problems...
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P.s- The problem is that way only one car can have the white license plate . Maybe the solution be one is a police car and the other is a stealed car without it. Player can choose to play at the right or on the bad side ... And now you already have a main idea to create a game.
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Watching the video right now and once again and before you posted I counted the pixels on yours and yes, road is around 120pixels at the bottom so is 3Player + 3Missiles [(32pixels x 3) + (3 x 8pixels)] at quadruple width (P1, P2 and P3 for sure). Then the other Player (P0 to be above the others) for the stripes. And because you're using Prior4 then the white Missile (M3) 8pixels wide is always covered by the PFs of the car. Yeah! is a good thinking and like I said and Emkay for charmode you could have a car sharing the tires dark gray and one colour but with other own colour (PF3)...
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P.s.- And yes. Sure needs to be charmode because, for example, you would have 2colours on the two cars (like tires dark gray and other colour) as PF0 and PF1 then on each car the 3rd colour be in one PF2 and on the other PF3 makes them distinguishable (but still have to, in someway, the code prevent the clash when they overlap eachother...).
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Hummm... I liked Emkay's words though not at all and only way for me is road less wide using PMGs so that sides be the BAK colour register to turn any wide screen mode (32, 40 or 48Bytes) possible without noticing the borders ...
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Wrong thread. Sorry. José Pereira
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Just see that here you have the road less wide so is for sure PMGs while it covers the sides green that is BAK colour register (and it'll work for all wide modes: 32, 40 and 48Bytes wide) while the car is PFs. What he has here on this road demo and from what he says is the road that is BAK colour register so the grass is PMGs but how if at the top the two sides almost takes all width then how he still has PMGs for the road lines (giving that the cars would be Pfs like is also on this other road demo...)? Hummm...
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P.s.- But is strange that he didn't post an executable ... really is, as me and certainly all would like to look at the PFs and PMGs registers. I don't get where they are all by his explanation .
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Hummm... Good thinking. It can be but for what is there nothing seems to be impossible that'll make a joke/1st of April day of lies.
