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Atari 8-bit mockup graphics

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Hello to Developers & Graphic Artists

 

I want to try my hand at A8 mockup graphics. I would like this thread to contain sample color pallets, graphic image constraints, tools, and examples for the different graphic modes of the Atari 8-bit computer. I know I can painfully dig up all of this information, but there are many of you who are actively using this information every day - you guys know what works and what doesn't. Let me learn from your mistakes! :D

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Graphics mode 0 (text mode)

 

Number of colors: 2

Resolution: 40 x 24

Memory (in bytes): 992

 

gr0.jpg

 

Graphics mode 1 (text mode)

 

Number of colors: 5

Resolution: 20 x 12 (-2)

Memory (in bytes): 672

 

gr1.jpg

 

Graphics mode 2 (text mode)

 

Number of colors: 5

Resolution: 20 x 24 (-4)

Memory (in bytes): 420

 

gr2.jpg

 

Graphics mode 3 (graphics mode)

 

Number of colors: 4

Resolution: 40 x 24(-4)

Memory (in bytes): 432

 

gr3.jpg

 

Graphics mode 4 (graphics mode)

 

Number of colors: 2

Resolution: 80 x 48(-4)

Memory (in bytes): 696

 

gr4.png

 

Graphics mode 5 (graphics mode)

 

Number of colors: 4

Resolution: 80 x 48(-4)

Memory (in bytes): 1176

 

gr5.png

 

Graphics mode 6 (graphics mode)

 

Number of colors: 2

Resolution: 160 x 96(-4)

Memory (in bytes): 2184

 

gr6.png

 

Graphics mode 7 (graphics mode)

 

Number of colors: 4

Resolution: 160 x 96(-4)

Memory (in bytes): 8138

 

gr7.png

 

Graphics mode 8 (graphics mode)

 

Number of colors: 2

Resolution: 320 x 192(-4)

Memory (in bytes): 8138

 

star_wars.png

 

Graphics mode 9 (graphics mode)

 

Number of colors: 16

Resolution: 80 x 192

Memory (in bytes): 8138

 

gr9.jpg

 

Graphics mode 10 (graphics mode)

 

Number of colors: 9

Resolution: 80 x 192

Memory (in bytes): 8138

 

gr10.jpg

 

Graphics mode 11 (graphics mode)

 

Number of colors: 16

Resolution: 80 x 192

Memory (in bytes): 8138

 

gr11.png

 

Graphics mode 12 (text mode)

 

Number of colors: 5

Resolution: 40 x 24(-4)

Memory (in bytes): 1152

 

gr12.png

 

Graphics mode 13 (text mode)

 

Number of colors: 5

Resolution: 40 x 12(-4)

Memory (in bytes): 660

 

gr13.png

 

Graphics mode 14 (graphics mode)

 

Number of colors: 2

Resolution: 160 x 192(-4)

Memory (in bytes): 4296

 

gr14.png

 

Graphics mode 15 (graphics mode)

 

Number of colors: 4

Resolution: 160 x 192(-4)

Memory (in bytes): 8138

 

draw_800_basic.png

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By "mockup" I thought you meant using software on a different platform to create images that have the look/feel as if they were displayed on another target machine.

 

In that case, I usually use Photoshop.

 

It can do paletted mode graphics and the .PAL files are same as used by emulators such as A800Win+

 

Resize tool can be used without aspect ratio conservation to create stretched pixels when needed.

 

Posturize tool can reduce number of levels of colour/luma detail, e.g. to reduce a picture to 256, 16, 4, 1 colours.

 

When doing pics with aim of importing e.g. to modes such as APAC or TIP, best results usually achieved by increasing colour saturation.

 

 

Photoshop IMO is pretty useless for doing pixel level detail where you want to specify the exact colour - just use Paint or other program for that, then copy/paste into Photoshop.

 

Other than doing that kind of thing, IMO it's not worth a whole lot of extra effort in doing mockup stuff - you might as well just do some programming on the real thing to achieve what you're after.

Edited by Rybags

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Thanks Rybags, I wanted to create some images to see what it would look like to create Gameboy type games on the A8 using 'Graphics 15' mode. I'm learning asm right now, and figured a game would be a good way to create a 'goal' to shoot for.

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I think the descriptions for GRAPHICS 1 and GRAPHICS 2 are backwards.

 

For the various modes (especially bitmapped modes), I think the "(-4)" should reflect the number of rows of pixels (or characters) that are taken away by the text window at the bottom:

 

GRAPHICS 4

Resolution: 80 x 48(-8 )

 

GRAPHICS 5

Resolution: 80 x 48(-8 )

 

GRAPHICS 6

Resolution: 160 x 96(-16)

 

GRAPHICS 7

Resolution: 160 x 96(-16)

 

GRAPHICS 8

Resolution: 320 x 192(-32)

 

GRAPHICS 13

Resolution: 40 x 12(-2)

 

GRAPHICS 14

Resolution: 160 x 192(-32)

 

GRAPHICS 15

Resolution: 160 x 192(-32)

 

Michael

Edited by SeaGtGruff

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Thanks Rybags, I wanted to create some images to see what it would look like to create Gameboy type games on the A8 using 'Graphics 15' mode. I'm learning asm right now, and figured a game would be a good way to create a 'goal' to shoot for.

As gameboy's resolution is 160 × 144 with square pixels, maybe better solution is graphic mode 7.

 

It is 160x96 but don't forget that you can make custom display list with more rows and make something like 160x120 (that is about max height that is still visible on standard tv screen).

 

Plus - it takes less memory so any game you make would need less cpu time for moving graphics around.

 

Off course if speed is not an issue - go with graphics 15 and 160x240 :)

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I was hoping to get the Atari to do grayscale

 

Even with 1bpp, FJC GUI can look more complex (graphically speaking) with pre-rendered diffusion based icons, or at least for backgrounds (hint hint)...

gallery_27823_645_27547.png

 

But with 4 colors...

gallery_27823_645_47466.png

 

NOTE: These examples are slightly exaggerated to reinforce the idea - I'm not suggesting FJC lose half the resolution, only suggesting that grayscale be used for depth in games.

 

My hope is for a remake of this game for Atari 8-bit...

gallery_27823_645_1214.jpg

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TBH photoshop is FAR from useless to draw 8-bit pixels.

 

I have been successfully using it to do just that for over 18 months.

 

you just have to have cs2 and above and set it up correctly, with no auto antialiasing.

 

load in the Palette for your required machine

 

set up your resolution to be say 160x200 and activate 2:1 aspect ratio to give yourself the 320 screen size with what you would refer to as "double clock" pixel size.

 

draw with pencil NOT brush and you get pure colour with pixel accuracy. with layers. making both it and GIMP the apps of choice i think.

 

thus...

 

title.gif

 

Steve

  • Like 3

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That is pretty impressive. I assumed Rybags somewhat similar mentality as I - Paint works for me, I know paint, that is what I use. Now I realize it's probably silly of me to continue using paint, especially since the cost of losing stuff in paint is unforgiveably irresponsible on my part. Thanks for the advice & sweet presentation :)

 

 

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My hope is for a remake of this game for Atari 8-bit...

gallery_27823_645_1214.jpg

Gr 7 looks ideal for that.

160x120 in 4 colors should be enough.

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Yep, Graphics 7 will be fine. I think I will start with the first 'Super Mario Land' and if I don't go nuts or lose interest in the project then I'll take what i've learned and make an original game. All the hard work has been done, and the maps are freely available :)

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My hope is for a remake of this game for Atari 8-bit...

gallery_27823_645_1214.jpg

Gr 7 looks ideal for that.

160x120 in 4 colors should be enough.

 

 

In no other mode we could add more colours, if needed.... ;)

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Here is a more realistic representation - a double sized difussion image

 

gallery_27823_645_184.png

 

 

The Evil gets closer :o

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Yep, Graphics 7 will be fine. I think I will start with the first 'Super Mario Land' and if I don't go nuts or lose interest in the project then I'll take what i've learned and make an original game. All the hard work has been done, and the maps are freely available :)

Good luck with coding, and if you need any help just ask in programming section.

Plenty of good coders around to help.

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I found this - a 'Made for Atari' Super Mario Bros demo...

 

 

 

The engine looks quite interesting.

 

But it has the typical "Software-Sprite-Scrolling" issue. The main sprite is jittering. This only can be solved by a faster update on the main sprite or the scrolling has to be slowed down to the drawing speed of the main sprite.

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The engine looks quite interesting.

 

Look HERE

 

This could be a direct port of Super Mario Bros for the Atari 800

After some thinking, I believe this is not the original NES game. In Analmux's code (I have yet to find) I believe everything worked identical to the original NES game because it IS the original NES game recompiled for the Atari 800. This video of the demo is probably created from scratch because it is functionally broken. I really want Analmux's code :)

 

Can you imagine 'Super Mario Bros' being released for the Atari 8-bit?

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If it matters, and since some crazy ideas are being thrown around, the Gr. 1 and 2 examples in post 2 look like they're using the PAL palette. On NTSC machines, the fourth "HELLO" would be red by default.

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I found this - a 'Made for Atari' Super Mario Bros demo...

 

 

Very impressive indeed for many reasons, not least of which overall color resolution

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