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José Pereira

Need a sprite sheet (ZX or CPC 320x Hi-Resolution)

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This may seems a little bit strange and also difficult to explain but I can't find it anywhere...

 

FIRST: Is there any sites with lots of ZX or even CPC with sprite frame sheets (but the CPC must be in it's 320Resolution)

(CPC for example in 4colours like the Batman Man, for example, would be great)

Human or Animal shapes preference, not ships or any other objects

 

SECOND: If no 'lots of sprite frames' at least a single game, a Man or an Animal (ZX or CPC again).

 

 

The idea is geting some guy walking frames, like:

FRAME0/shifting 4bits

bit/FRAME1/shifting 3bits

bit,bit/FRAME2/shifting 2bits

bit,bit,bit/FRAME3/bit

bit,bit,bit,bit/FRAME4

 

I think you understand: just a guy walking with the shifting untill he complete the 4bits/1byte shifting.

 

C64 Hi-Resolution sprite with a 2:1sprite underlay wouldn't do because I want it to be soft sprite.

I need to see the guy moving and changing the xPos (walking&shifting...)

 

 

Thanks.

Edited by José Pereira

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Don't worry, no more help anymore as I get some shapes in colour and translate it to Mono and get the guy walking 1pixel at a time, now it's time for I try something I have in mind:

post-6517-0-12919600-1320501276_thumb.png

Edited by José Pereira

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O.k. I get what I want...

And what I want is to see how I can have a sprite in Hi-Resolution that:

-> Soft sprite (PF1&PF2) movinG at Hi-resolution pixel step

-> PM overlay can only move at colour clock that would be 2Hi-resolution pixels.

 

If using PRIOR1 the PM colour will get PM colour but with the PF1 luminance.

This is saying that sometimes the Border sprite line would have the PF1 colour and other times the PM colour with the PF1 luminance.

Would this sometimes have and other don't look good? Would it seems always the same 'darkest' colour?

 

It seems or not the same darkest colour depends of the PFs and PMs colours and luminances.

Of course, best it's to always use PF1 luminance the darkest one, luminance0

Other thing that seem better is if the PM colour it's more lighest that would 'fool' our Eyes (but not need to, as here, for example, I am using a luminance6 on the PM Blue clothe)

 

Other thing that I wanted to see is how will I have:

-> Soft sprite moving 1Hi-resolution pixel

But also:

-> How many times would I need to change/move the PM xPos (PM it's always at the same xPos in each shape)

 

I get this, and I think it's good looking:

post-6517-0-16158500-1320505105_thumb.png

 

About the PM xPos across the shapes (from Top to Bottom):

68

67

67

66

66

65

and this is what I was expecting in the 'PFs Hi-Resol. vs PMs colour clock movement'

 

 

 

:twisted:

If a much harder game with Masks and other stuff need can work with soft sprites and PMs overlays then a much simplier just soft sprites over gfxs would certain work ;-)

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Using the same but enabling the Multicolour Mode on the PMs:

post-6517-0-91613900-1320508850_thumb.png

This way, for example we could have two guys boxing/karate or any other type on the same line...

:)

Edited by José Pereira
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Using the same but enabling the Multicolour Mode on the PMs:

post-6517-0-91613900-1320508850_thumb.png

This way, for example we could have two guys boxing/karate or any other type on the same line...

:)

That looks great!

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O.k. I get what I want...

And what I want is to see how I can have a sprite in Hi-Resolution that:

-> Soft sprite (PF1&PF2) movinG at Hi-resolution pixel step

-> PM overlay can only move at colour clock that would be 2Hi-resolution pixels.

 

If using PRIOR1 the PM colour will get PM colour but with the PF1 luminance.

This is saying that sometimes the Border sprite line would have the PF1 colour and other times the PM colour with the PF1 luminance.

Would this sometimes have and other don't look good? Would it seems always the same 'darkest' colour?

 

It seems or not the same darkest colour depends of the PFs and PMs colours and luminances.

Of course, best it's to always use PF1 luminance the darkest one, luminance0

Other thing that seem better is if the PM colour it's more lighest that would 'fool' our Eyes (but not need to, as here, for example, I am using a luminance6 on the PM Blue clothe)

 

Other thing that I wanted to see is how will I have:

-> Soft sprite moving 1Hi-resolution pixel

But also:

-> How many times would I need to change/move the PM xPos (PM it's always at the same xPos in each shape)

 

I get this, and I think it's good looking:

post-6517-0-27972000-1320512987_thumb.png

About the PM xPos across the shapes (from Top to Bottom):

68

67

67

66

66

65

and this is what I was expecting in the 'PFs Hi-Resol. vs PMs colour clock movement'

 

 

 

:twisted:

If a much harder game with Masks and other stuff need can work with soft sprites and PMs overlays then a much simplier just soft sprites over gfxs would certain work ;-)

 

post-6517-0-27972000-1320512987_thumb.png

 

 

 

Karol in this post you see the explanation...

Edited by José Pereira

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post-6517-0-47621500-1320534685_thumb.png

Some example using LN stuff.

 

PRIOR1

5th Player enabled (Missiles work as colour underlays on the Background gfxs.) because in PRIOR1 5th Player Missiles are under all Players

DLIs. on PF2 colour (still have PF1 with luminance0)

Reachable Area of main Player in colour0 with luminance0 gets always the Ninja (our guy) same colour/luminance (Black)

2Enemys by Line possible (2Players Multicolour)

 

 

More possible here to create another game:

The same, exactly the same but instead of a shoot/beat'em'up, a Crime Buster/Operation Wolf with the guys on the Windows ;) and the game level/map horizontally scrolling...

:)

 

Ideas, just one more of my ideas ;)

Edited by José Pereira
  • Like 1

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O.k. I get what I want...

And what I want is to see how I can have a sprite in Hi-Resolution that:

-> Soft sprite (PF1&PF2) movinG at Hi-resolution pixel step

-> PM overlay can only move at colour clock that would be 2Hi-resolution pixels.

 

If using PRIOR1 the PM colour will get PM colour but with the PF1 luminance.

This is saying that sometimes the Border sprite line would have the PF1 colour and other times the PM colour with the PF1 luminance.

Would this sometimes have and other don't look good? Would it seems always the same 'darkest' colour?

 

It seems or not the same darkest colour depends of the PFs and PMs colours and luminances.

Of course, best it's to always use PF1 luminance the darkest one, luminance0

Other thing that seem better is if the PM colour it's more lighest that would 'fool' our Eyes (but not need to, as here, for example, I am using a luminance6 on the PM Blue clothe)

 

Other thing that I wanted to see is how will I have:

-> Soft sprite moving 1Hi-resolution pixel

But also:

-> How many times would I need to change/move the PM xPos (PM it's always at the same xPos in each shape)

 

I get this, and I think it's good looking:

post-6517-0-27972000-1320512987_thumb.png

About the PM xPos across the shapes (from Top to Bottom):

68

67

67

66

66

65

and this is what I was expecting in the 'PFs Hi-Resol. vs PMs colour clock movement'

 

 

 

:twisted:

If a much harder game with Masks and other stuff need can work with soft sprites and PMs overlays then a much simplier just soft sprites over gfxs would certain work ;-)

 

post-6517-0-27972000-1320512987_thumb.png

 

 

 

Karol in this post you see the explanation...

 

and where?

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post-6517-0-47621500-1320534685_thumb.png

Some example using LN stuff.

 

PRIOR1

5th Player enabled (Missiles work as colour underlays on the Background gfxs.) because in PRIOR1 5th Player Missiles are under all Players

DLIs. on PF2 colour (still have PF1 with luminance0)

Reachable Area of main Player in colour0 with luminance0 gets always the Ninja (our guy) same colour/luminance (Black)

2Enemys by Line possible (2Players Multicolour)

 

 

More possible here to create another game:

The same, exactly the same but instead of a shoot/beat'em'up, a Crime Buster/Operation Wolf with the guys on the Windows ;) and the game level/map horizontally scrolling...

:)

 

Ideas, just one more of my ideas ;)

Good step of thinkling ;)

Even if the PMs have a lower resolution, the bigger colour cell just helps to dither on a real TV set.

And now imagine an NTSC ATARI using Artefacting. (just to have a link to some other thread ;)

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