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José Pereira

DRACONUS...

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Was playing Draconus last Night, seeing the Map and talking with a friend about some things (A8 and C64 versions music...)

But not the Music here:

"Draconus use GR.7 Bitmap Mode. Would it be possible same, exactly same PMs on the guy and shoot, all Enemys by soft sprite but use instead GR.13 Char Mode to get a 5th colour (it is possible to have the Enemys not clashing PF2&PF3...)?"

 

 

 

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Was playing Draconus last Night, seeing the Map and talking with a friend about some things (A8 and C64 versions music...)

But not the Music here:

"Draconus use GR.7 Bitmap Mode. Would it be possible same, exactly same PMs on the guy and shoot, all Enemys by soft sprite but use instead GR.13 Char Mode to get a 5th colour (it is possible to have the Enemys not clashing PF2&PF3...)?"

 

Draconus uses gr. 7 for some "time" and "money" issue, I guess. Ofcourse it could be run in gr. 7 and 13 . My proposal is to let the resolution stay and to use some colour kernal around the "Draconus" and to use the PMG for colour enhancements.

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Was playing Draconus last Night, seeing the Map and talking with a friend about some things (A8 and C64 versions music...)

But not the Music here:

"Draconus use GR.7 Bitmap Mode. Would it be possible same, exactly same PMs on the guy and shoot, all Enemys by soft sprite but use instead GR.13 Char Mode to get a 5th colour (it is possible to have the Enemys not clashing PF2&PF3...)?"

 

Draconus uses gr. 7 for some "time" and "money" issue, I guess. Ofcourse it could be run in gr. 7 and 13 . My proposal is to let the resolution stay and to use some colour kernal around the "Draconus" and to use the PMG for colour enhancements.

 

Hi Emkay, long time without one of our -ping/pong-... ;) ...

 

 

 

 

Now about Draconus>

There wasn-t no time nor Money issue because first Zeppelin games for A8 are all re written and gfxs re writed.

C64 versions of Zybex and Draconus were by Kevin Franklin and A8 by Brian Jobling.

 

I would leave it exactly like it is now with the same resolution and same coding.

At least in the gfxs 2x2 and the PMs use.

 

I run a Monitor yesterday and with the Map I am now trying to see if the playing Area more the soft sprites can be in a 128chars Charset. And I think they can, even using almost the same PFs screen and soft sprites distribution.

I am trying to get a majour, a Master of the way the Enemys fly over and not over screen gfxs and the 5th colour could do miracles.

 

 

By the way, I also discouver that Brian Jobling, I dont know why always use PMG, but never enable Multicolour Mode.

In Draconus it has two dark green and two light green needed to cover Draconus. Green,4 and ,8 would OR in a third colour Green,12. Missiles are quadruple wide joined as 5th Player PF3 for the shooting.

In Zybex he used P0&P1 for one player and P2&P3 for the second player and no use of the 5th colour because there-s no Missiles use.

Winter Olympiad 88 it-s the same in all the sports begining in the Opening cerimonery where the flames are Player in two colours that if Oring would be the flames in 3colours. The same applies in all the sports because you always see the player in two colours, clothes in two lines and if Multicolour was enabled he could had get a third colour on the face.

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Was playing Draconus last Night, seeing the Map and talking with a friend about some things (A8 and C64 versions music...)

But not the Music here:

"Draconus use GR.7 Bitmap Mode. Would it be possible same, exactly same PMs on the guy and shoot, all Enemys by soft sprite but use instead GR.13 Char Mode to get a 5th colour (it is possible to have the Enemys not clashing PF2&PF3...)?"

 

Draconus uses gr. 7 for some "time" and "money" issue, I guess. Ofcourse it could be run in gr. 7 and 13 . My proposal is to let the resolution stay and to use some colour kernal around the "Draconus" and to use the PMG for colour enhancements.

 

How would you 'colour kernal' the Draconus guy moving and still have it moving on the screen and above gfxs and sprites?

 

And how would you use PMs on screen?

http://mapy.atari8.info/c-e/draconus.png

You have normally at least 4or5 Enemy soft sprites and they move over gfxs.

 

 

There's a way to get Enemys using PF3 and not clashing PF2 gfxs but it would need to be done very clever...

I never saw the way that Ivan Mackintosh did in Black lamp in any other game:

The Enemys two colours Green and Blue are indeed PF2 and PF3 but they move one over the other in a soo quickly and clever way that you don't notice it:

But I have some doubts if you could move the Enemys over gfxs using this effect

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The Enemys two colours Green and Blue are indeed PF2 and PF3 but they move one over the other in a soo quickly and clever way that you don't notice it:

 

I've always noticed it, I never thought there was anything quick or clever, they go over top of each other and one changes to the same color as the other until they pass. It's obvious in fact.

But that doesn't mean I would not have liked to see the same thing done in Draconus or Zybex to add more color. I'd rather have one more color with a brief loss of an extra color when PF2 and PF3 cross each other than to not have the extra color.

Edited by Gunstar
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