Heaven/TQA Posted January 1, 2012 Share Posted January 1, 2012 xxl, well done again... based on the ZX Spectrum code? Quote Link to comment Share on other sites More sharing options...
emkay Posted January 1, 2012 Share Posted January 1, 2012 32 bytes, hires. eor sprites .... impressive as such Quote Link to comment Share on other sites More sharing options...
xxl Posted January 1, 2012 Share Posted January 1, 2012 yes, zx spectrum cybernoid 1 but hard modified, works faster, new level format, works on 32/40 b width... will by much more changes. 1 Quote Link to comment Share on other sites More sharing options...
xxl Posted January 6, 2012 Share Posted January 6, 2012 (edited) http://atari.pl/cyb2.avi 45 % Edited January 6, 2012 by xxl 4 Quote Link to comment Share on other sites More sharing options...
+Philsan Posted January 6, 2012 Share Posted January 6, 2012 http://atari.pl/cyb2.avi 45 % Cool! Quote Link to comment Share on other sites More sharing options...
Thorsten Günther Posted January 7, 2012 Share Posted January 7, 2012 Wow, simply wow. I only wish xxl would have a look on Amaurote (Spectrum vs. A8) and fix the slowdown and graphic issues in the latter. I love that game, but it plays so slow... Quote Link to comment Share on other sites More sharing options...
emkay Posted January 7, 2012 Share Posted January 7, 2012 Wow, simply wow. I only wish xxl would have a look on Amaurote (Spectrum vs. A8) and fix the slowdown and graphic issues in the latter. I love that game, but it plays so slow... You wouldn't want those speedups in Amaurote, because they were built on EOR-ing. The 3D look in the game would be killed. But, possibly we will get a slight faster version of Amaurote. As it seems, the program has an issue with "moving logics". Any object is walking faster to the right than to the left. Removing this issue could do a speedup to 30% which would be fair enough. Well, the explosions could be changed, to EOR-ing, so no slowdowns at all would happen. Quote Link to comment Share on other sites More sharing options...
AtariNerd Posted January 7, 2012 Share Posted January 7, 2012 That's pretty remarkeable. Didn't know there was enough time left to pull off a game in hi-res mode. The ole gal has some pep in her. Quote Link to comment Share on other sites More sharing options...
xxl Posted January 10, 2012 Share Posted January 10, 2012 (edited) > I only wish xxl would have a look on Amaurote (Spectrum vs. A8) jhusak improves amaurote http://atari.pl/cyb3.avi - LINK MODIFIED 49.5% Edited January 10, 2012 by xxl 1 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 10, 2012 Share Posted January 10, 2012 cool. maybe I am putting high res on my list, too for some project... Quote Link to comment Share on other sites More sharing options...
xxl Posted January 14, 2012 Share Posted January 14, 2012 (edited) so far, so good... http://atari.pl/cybernoid-test.atr boot and run xbios. hold fire to startup BOMBS, Joy down - change weapon Edited January 14, 2012 by xxl 2 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted January 14, 2012 Share Posted January 14, 2012 Cool... I can't wait to start blasting stuff. The graphics look quite good in mono. Thanks for the demo. Quote Link to comment Share on other sites More sharing options...
TwiliteZoner Posted January 14, 2012 Share Posted January 14, 2012 Looking forward to this one. Thanks. Quote Link to comment Share on other sites More sharing options...
popmilo Posted January 15, 2012 Share Posted January 15, 2012 Great work XXL !!! Quote Link to comment Share on other sites More sharing options...
w1k Posted January 15, 2012 Share Posted January 15, 2012 on real hw looks very nice like starquake.. 1 Quote Link to comment Share on other sites More sharing options...
xxl Posted January 19, 2012 Share Posted January 19, 2012 > Cool... I can't wait to start blasting stuff http://atari.pl/cyb4.avi 1 Quote Link to comment Share on other sites More sharing options...
popmilo Posted January 19, 2012 Share Posted January 19, 2012 That looks really good! Is it 100% speed of atari or is it emulator in warp mode ? Those videos look like a really large number of moving objects on screen at once. Did you somehow convert code from speccy or wrote new routines for soft sprites ? Quote Link to comment Share on other sites More sharing options...
xxl Posted January 19, 2012 Share Posted January 19, 2012 > Is it 100% speed of atari or is it emulator in warp mode ? please... 100% of course 1 Quote Link to comment Share on other sites More sharing options...
popmilo Posted January 19, 2012 Share Posted January 19, 2012 > Is it 100% speed of atari or is it emulator in warp mode ? please... 100% of course Just joking xxl I'm amazed how fast it looks. I always believed that A8 can do fast soft sprites but seeing this is much better. Thanks for a living proof ! Quote Link to comment Share on other sites More sharing options...
Yautja Posted January 13, 2013 Share Posted January 13, 2013 Any news on this project? Quote Link to comment Share on other sites More sharing options...
serj Posted March 14, 2021 Share Posted March 14, 2021 is this game abandoned? Any news ? Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted March 14, 2021 Share Posted March 14, 2021 On 1/14/2012 at 12:13 PM, xxl said: so far, so good... http://atari.pl/cybernoid-test.atr boot and run xbios. hold fire to startup BOMBS, Joy down - change weapon hhmmmm how'd I miss this? he's prolly able to do even more now... is it completed and hiding on a drive somewhere? Quote Link to comment Share on other sites More sharing options...
José Pereira Posted September 13, 2022 Share Posted September 13, 2022 It'll need to follow these exactly colours: Here you have them in 5colours (eachone/single 2x2 and all them joined in a single sheet) where: PF0- (02); PF1- (0E); PF2- (8A); PF3- (84); BACKGR:- (66)with darker gray/black (on status area) and red on top and bottom DLIs; These colours using priority_0 can then be Ored to accordingly PMGs (Missiles will allways be in quadruple width): P0 & P1: red (24) will Oring PF0 & PF1: (26) & (2E) for the two add-ons ship balls; PM2 and PM3 in quadruple width will be distributed along the screen for the grouns pale green and/or green plant, brown towers... (dark and Oring PF2/PF3); M0&M1 red will then covers the playing area sides: I'm using 48Bytes wide screen mode or the 2Missiles will not cover completely the two sides. As I remember allmost all the screens could be 'underlayed' with PM2&PM3 to get things similar colours to C64 (PM2&PM3 have that 'shadow' around but isn't at real/will be the same darker gray/black (02) on all parts) for the level_01 example: Where's the red Xwhere's the problem (I think I dioscussed this with the 'supposed' coder as I also have this map somewhere in good conditios (after AtariAge website updates the older images are now all in these bad lookings). Edited 26 minutes ago by José Pereira Steril707 1 Quote Edit X:8 1st place/winner at the ABBUC Software Contest 2013. The contest version you can download it from here: http://a8.fandal.cz/detail.php?files_id=6865 (but stay tuned for our future updates on the game...) Ransack placed 3rd place at the ABBUC Software Contest 2014 that you can download it from here: http://a8.fandal.cz/detail.php?files_id=7078 Bomber placed 2nd place at the ABBUC Software Contest 2015 that you can download an 'After Party' file here: http://atariage.com/forums/topic/244962-bomber-file-after-party-release/ SUB-HUNTER game ideas: SUB HUNTER on A8 Blog Visit my begining of XX century buildings bad and good examples here in my city, Lisbon, their looking on these days, bad and good examples at: http://www.flickr.co...s/97808877@N08/ "FADO": Património Imaterial da Humanidade/ Intangible Heritage of Humanity:http://youtube.com/watch?v=HaKH1JMT4Fk "CANTE ALENTEJANO": Património Imaterial da Humanidade / Intangible Heritage of Humanity: http://youtube.com/watch?v=VYHx-H4KmUk Steril707 Members 282 posts Location:München Report Posted 11 minutes ago 55 minutes ago, José Pereira said: It'll need to follow these exactly colours: Here you have them in 5colours (eachone/single 2x2 and all them joined in a single sheet) where: PF0- (02); PF1- (0E); PF2- (8A); PF3- (84); BACKGR:- (66)with darker gray/black (on status area) and red on top and bottom DLIs; These colours using priority_0 can then be Ored to accordingly PMGs (Missiles will allways be in quadruple width): P0 & P1: red (24) will Oring PF0 & PF1: (26) & (2E) for the two add-ons ship balls; PM2 and PM3 in quadruple width will be distributed along the screen for the grouns pale green and/or green plant, brown towers... (dark and Oring PF2/PF3); M0&M1 red will then covers the playing area sides: I'm using 48Bytes wide screen mode or the 2Missiles will not cover completely the two sides. As I remember allmost all the screens could be 'underlayed' with PM2&PM3 to get things similar colours to C64 (PM2&PM3 have that 'shadow' around but isn't at real/will be the same darker gray/black (02) on all parts) for the level_01 example: Where's the red Xwhere's the problem (I think I dioscussed this with the 'supposed' coder as I also have this map somewhere in good conditios (after AtariAge website updates the older images are now all in these bad lookings). Expand That's beautiful, José... You 1 × Quote Check out my game "Hyperblaster" for Amiga1200 and Neo Geo: https://www.youtube.com/watch?v=XJtUyoVP49w José Pereira Members 4,464 posts Location:Lisbon - Portugal Report Posted 10 minutes ago Found it: Quote Edit X:8 1st place/winner at the ABBUC Software Contest 2013. The contest version you can download it from here: http://a8.fandal.cz/detail.php?files_id=6865 (but stay tuned for our future updates on the game...) Ransack placed 3rd place at the ABBUC Software Contest 2014 that you can download it from here: http://a8.fandal.cz/detail.php?files_id=7078 Bomber placed 2nd place at the ABBUC Software Contest 2015 that you can download an 'After Party' file here: http://atariage.com/forums/topic/244962-bomber-file-after-party-release/ SUB-HUNTER game ideas: SUB HUNTER on A8 Blog Visit my begining of XX century buildings bad and good examples here in my city, Lisbon, their looking on these days, bad and good examples at: http://www.flickr.co...s/97808877@N08/ "FADO": Património Imaterial da Humanidade/ Intangible Heritage of Humanity:http://youtube.com/watch?v=HaKH1JMT4Fk "CANTE ALENTEJANO": Património Imaterial da Humanidade / Intangible Heritage of Humanity: http://youtube.com/watch?v=VYHx-H4KmUk 5 Quote Link to comment Share on other sites More sharing options...
rensoup Posted September 13, 2022 Share Posted September 13, 2022 5 hours ago, José Pereira said: These colours using priority_0 can then be Ored to accordingly PMGs (Missiles will allways be in quadruple width): P0 & P1: red (24) will Oring PF0 & PF1: (26) & (2E) for the two add-ons ship balls; PM2 and PM3 in quadruple width will be distributed along the screen for the grouns pale green and/or green plant, brown towers... (dark and Oring PF2/PF3); M0&M1 red will then covers the playing area sides: That's a pretty good use of Prior0... I had only seen that single screenshot I think. I don't know if it would work for all the screens though... One thing that would potentially look buggy is the color clashes between the ship and the background because you're using PF2 (or PF3 ?) on the ship and background. The ship should only use BK, PF0 & PF1 Seems a little wasteful to use PM0/1 just for those red mines (and borders). perhaps it would be possible to make the red part smaller ? like this ? (just make the inner part red) Then you could use PM0+ M0 for the 2 balls and PM0/1 to give the ship its own color Quote Link to comment Share on other sites More sharing options...
José Pereira Posted September 14, 2022 Share Posted September 14, 2022 16 hours ago, rensoup said: One thing that would potentially look buggy is the color clashes between the ship and the background because you're using PF2 (or PF3 ?) on the ship and background. The ship should only use BK, PF0 & PF1 No need to use. There's no clash: PF0- (02); PF1- (0E); PF2- (8A); PF3- (84); BACKGR:- (66)with darker gray/black (on status area) and red on top and bottom DLIs; Our ship is using [PF0/PF1/PF3] while PF2 is the lightest blue. you can see that all moving things (that can be in same chars as our ship) use these same PFs. The PF2 is on the gfxs that we do not enter/cross these chars. Quote Link to comment Share on other sites More sharing options...
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