José Pereira #26 Posted July 28, 2011 Why not just use 16 shades of blue/green/gray etc for backgrounds and colour PMs separately? It would result in something like this: Not bad , in my opinion. Some multiplexed PM (Main ship, weapons , ground turrets, shots ) over that background makes a great looking game out of this. Some parallax on the tiles should be possible aswell. Emkay it's not like that. What you have there is a 2:1 Resol. with 16 luminances. The Playing Area have 13Ground Tiles, each one it's 2bytes wide. The Playing Area it's indeed 26chars/bytes wides (without any Lines, just Playing Area). Like this each tile of 2bytes would be 4pixels of GTIA Modes. But the screen would look very bad looking. If you convert 2bytesd/1Tile to 3bytes/1Tile and screen would be 39bytes and our screen must be 40bytes wide. But this would also turn the Gfxs. a little bit widest, and you'll also have to put them a little bit taller. This is something how it could really look: (with the space at the Bottom to get a new Status Area) Quote Share this post Link to post Share on other sites
emkay #27 Posted July 29, 2011 Emkay it's not like that. What you have there is a 2:1 Resol. with 16 luminances. The hor. pixel are based on 75 pixel . To have the aspect ratio a bit eye friendly, you have to adjust many objects to 2 or even 4 scanlines. It's a mockup , thus not really as it looks after someone would create it on the A8. But someone may save us from games in your proposed aspect ratio Quote Share this post Link to post Share on other sites
José Pereira #28 Posted July 29, 2011 Emkay it's not like that. What you have there is a 2:1 Resol. with 16 luminances. The hor. pixel are based on 75 pixel . To have the aspect ratio a bit eye friendly, you have to adjust many objects to 2 or even 4 scanlines. It's a mockup , thus not really as it looks after someone would create it on the A8. But someone may save us from games in your proposed aspect ratio You and your 'always ' Can you say something more, even just a little bit more. My time to ' ' Quote Share this post Link to post Share on other sites
José Pereira #29 Posted July 29, 2011 Emkay you picture has 170pixels wide and it's based on 85pixels 2:1ratio: That will go for that in 4:1ratio 340pixels wide (or A8 reality in old T.Vs. 336pixels) Quote Share this post Link to post Share on other sites
emkay #30 Posted July 29, 2011 Emkay you picture has 170pixels wide and it's based on 85pixels 2:1ratio: That will go for that in 4:1ratio 340pixels wide (or A8 reality in old T.Vs. 336pixels) I was on the jump to work, and i was bored of your strechted image . So a typo happened. What do you want to prove with the strechted image? Quote Share this post Link to post Share on other sites
emkay #31 Posted July 29, 2011 Check this out 320 x 238 (80 x 238) Quote Share this post Link to post Share on other sites
José Pereira #32 Posted July 29, 2011 (edited) Check this out 320 x 238 (80 x 238) But it will show less, because 32or40 scanlines would be needed for the Status Area. Like that the Playing Area will be more or less what I show Edited July 29, 2011 by José Pereira Quote Share this post Link to post Share on other sites
emkay #33 Posted July 30, 2011 Check this out 320 x 238 (80 x 238) But it will show less, because 32or40 scanlines would be needed for the Status Area. Like that the Playing Area will be more or less what I show Status Areas are for computers that cannot handle the game fullscreen Quote Share this post Link to post Share on other sites
José Pereira #34 Posted July 30, 2011 (edited) Check this out 320 x 238 (80 x 238) But it will show less, because 32or40 scanlines would be needed for the Status Area. Like that the Playing Area will be more or less what I show Status Areas are for computers that cannot handle the game fullscreen Yes, but for computers that have many sprites to also use at Status Area and place over gfxs. You need some scanlines just for the Status Area . But, by the way I discouver this: A new 'sort of' Super Mario Bros. Doesn't have nothing new from 1st of April but if someone interested I may contact the guy... And it doesn't need to be exactly the same, just use that Rocks/Undergound idea but we can build new Game Map and Enemys/Objects/... I taked one screen and use some original SMB 'bad guys' and have some ideas in my Head (Because of Rocks 'type/colour like' I call this SMB Attack of the Rock Creatures) It can use that 'MWP'(8way scrolling) routine with a Soft Sprite routine. The coins would be done the same as an idea I had when me and CreatureXL were talking about the 'Interlude CREATURES2' screen(s). Could look a real good 'NES like' on A8. (was talking some weeks ago with a friend and show him some examples and prove him why A8 (7800 also) was the only computer back in time that could simulate NES and those console colour Pallete looking games because of back in time was the only with 128/256 colours/luminances ). Edited July 30, 2011 by José Pereira Quote Share this post Link to post Share on other sites
José Pereira #35 Posted July 30, 2011 Probably will save 'P1' and instead of Coins may betther go for just 'Chars' and Diamonds in a 'Gianna sisters type': Quote Share this post Link to post Share on other sites
emkay #36 Posted July 31, 2011 Yes, but for computers that have many sprites to also use at Status Area and place over gfxs. The bigger the status area the smaller the computer's powers, compared to needs of the game Very often , the AMIGA version of a game got a huge status area, because it was an adaption from the ST. The Big Status Area in LN has it's cause by the usage of the C64's memory (for example) , to keep the screendata low. The good thing with the A8, we could always use fullscreen and change the resolution inside, to adjust the gamespeed. Quote Share this post Link to post Share on other sites
emkay #37 Posted July 31, 2011 (edited) Probably will save 'P1' and instead of Coins may betther go for just 'Chars' and Diamonds in a 'Gianna sisters type': Those games really don't touch my needs But I'm still curious for a game looking like that (taken from the same site ) : .... and using the same techniques as in Space Harrier (which means a fluent movement is going on. No needs for special colour DLI or PM multiplexing. Just handling the linear framebuffer.... Or, the VSCROL could be used for a double scanline mode. In theory a game with the Atari robot could be built on this. Edited July 31, 2011 by emkay Quote Share this post Link to post Share on other sites
emkay #38 Posted July 31, 2011 (edited) Best example: http://www.youtube.com/watch?v=owHCjEWjAvs The low resolution sometimes doesn't matter, because the movement let's the eyes calculate a resulting image . So just give all moving objects a slight animation/movement, to enhance the visual "resolution" is the key. And sheddy's engine seems fast enough for this. And the best thing: we have all pms available for some "HUD" .... aka status Area Edited July 31, 2011 by emkay Quote Share this post Link to post Share on other sites
analmux #39 Posted July 31, 2011 The real 'key' would of course then be a cartridge with a 16GB storage feature. 1 Quote Share this post Link to post Share on other sites
emkay #40 Posted July 31, 2011 (edited) The real 'key' would of course then be a cartridge with a 16GB storage feature. Hehe. Not really. We'd need not as much different objects as in Space Harrier. When moving, a fixed amount of shapes would be necessary. Some cycled animation would be necessary, if no movement happens. Edited July 31, 2011 by emkay Quote Share this post Link to post Share on other sites
Synthpopalooza #41 Posted August 1, 2011 Probably will save 'P1' and instead of Coins may betther go for just 'Chars' and Diamonds in a 'Gianna sisters type': Those games really don't touch my needs But I'm still curious for a game looking like that (taken from the same site ) : .... and using the same techniques as in Space Harrier (which means a fluent movement is going on. No needs for special colour DLI or PM multiplexing. Just handling the linear framebuffer.... Or, the VSCROL could be used for a double scanline mode. Though you could always add a DLI and put the game into APAC mode. Seems to work well enough in that Wolfenstein demo someone did on here ... Quote Share this post Link to post Share on other sites