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José Pereira

About Mortal Kombat convertion to A8...

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Our polish friends at atariOnline started this some days ago:

http://translate.goo...G9NK0TQ#Item_12

 

I remembered that there was another one try that was just gfxs 8don't remember if it has scroll) but for sure it doesn't had the guys.

It was the Platform with collums Level and it was in Blue(s).

Anyone knows about it? where? Even a single image (I think, almost sure, I download it into an Emulator some time ago...).

 

But o.k. let's turn this into more interesting things...

As you probably remember I said on the past that gameboy could be a very good Machine to port some games/gfxs.

 

One of the tries for A8, the one they are talking at AOnl it's this one:

post-6517-0-76498900-1347129052_thumb.png

But this is just the guys moving over the clean (00), center part of the screen.

And the sky it's Black that leaves us without many possibilities to have some diferent shading oner a just 4colours GR.15 Bitmap Mode.

 

If we get the Gameboy version and direct extend 1x1 to 2x1:

post-6517-0-88978900-1347129305.jpg -> post-6517-0-75000200-1347129302_thumb.jpg

 

The gfxs can be almost exactly looking good extended '2x' but the guys seem a little fat (here for, example, it seems that only the Moon have to be a little taller).

 

 

 

And more: How to get more colours.

ANTIC4 Char-Mode it's out of question because you have 'Bad-Lines' and less cycles and the PF2/PF3 clash.

A8 with just 4PMGs seems impossible to get anything colourful... YES and NO!...

 

Yes, because you'll never get anything, even in 2x1 near NES (less coloured version) but you can have something 'cleverly thinked' using the Gameboy version 4colours:

post-6517-0-23659900-1347129655_thumb.png

or if you wish, then all in Grays:

post-6517-0-86079800-1347129746_thumb.png

 

We can get the better looking 2x1 GameBoy version in GR.15 4colours and have some DLIs (Like the Floor on the bottom).

 

Top Status Area it's 40bytes wide Char-Mode 5colours like this:

-> P0/P1 Left energy bar underlay (P2&P3 are the right Player bar).

-> Each of the Enemys in the coloured version has a skin/clothe particular colour(s) (here one it's Brown luminances and the other Orange luminances)

 

The Playing Area we have:

BACKGROUND: Black or Dark Pale Green (colour14)

PF0 Light Gray

PF1 Dark Gray

PF2 Pale Green Medium or Gray Medium

 

 

To get colours we can have:

Two Players useed to overlay each of the guys, like this:

-> P0 for the left player face and P2 for it's shooting

-> P1 for the right player and P3 for it's shooting

-> No PF3 because we are on Bitmap mode leave us with the 4Missiles to have 8pixels and another colour.

And what are we missing? The Blood. So PF3 set to dark Red and it's 4Missiles as 5th Player Hardware sprites only can multiplex 'lots of Blod all over the screen).

 

 

About the guys:

Of course these are just '2x' extended and they have to be same tall but less fat.

Done by hand and a mix between this shades and the size of the unfinished version on the top.

 

 

And now the question:

"Do we have cycles/C.P.U. for all this?

I think we have because we are on Bitmap Mode... Not using Music like the unfinished version but just the 'hurt' effects will get us cycles to mover over gfxs and not only 'clean Background (00)'.

Some more trick to get cycles for the scrolling and the PMGs (that are used in not many scanlines)

 

 

 

Of course these luminances (and the guys face...) could be others, this was just an example I did this afternoon.

 

 

 

 

 

 

 

P.s.- Forget to show that I also have the 'Select Players screen':

Again, it's all in 4colours, this time just all Gray(s) as it seem beter, then PM0/M give us the 'contour' of the guy we have selected, P1 the '1' number and P2 the underlay(s) of the Player own skin colour (again, this oner it's Pinkish (Liu Kan) but others can be Brownish (like on the screen(s), Scorpion for example),...

 

 

 

 

 

What you all think?

Edited by José Pereira

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These "fat" fighters in Antic $04 mode looks like MK parody :)

What about Antic $0D mode? Just cut a few lines (floor). Resolution can be 160x108 and pixel is a square.

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The idea is to use the background gfxs and the guys, same tall and less fat.

Actual size width would almost for sure be cycles/cpu impossible.

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We can get the better looking 2x1 GameBoy version in GR.15 4colours and have some DLIs (Like the Floor on the bottom).

 

Top Status Area it's 40bytes wide Char-Mode 5colours like this:

-> P0/P1 Left energy bar underlay (P2&P3 are the right Player bar).

-> Each of the Enemys in the coloured version has a skin/clothe particular colour(s) (here one it's Brown luminances and the other Orange luminances)

 

The Playing Area we have:

BACKGROUND: Black or Dark Pale Green (colour14)

PF0 Light Gray

PF1 Dark Gray

PF2 Pale Green Medium or Gray Medium

 

 

To get colours we can have:

Two Players useed to overlay each of the guys, like this:

-> P0 for the left player face and P2 for it's shooting

-> P1 for the right player and P3 for it's shooting

-> No PF3 because we are on Bitmap mode leave us with the 4Missiles to have 8pixels and another colour.

And what are we missing? The Blood. So PF3 set to dark Red and it's 4Missiles as 5th Player Hardware sprites only can multiplex 'lots of Blod all over the screen).

 

 

About the guys:

Of course these are just '2x' extended and they have to be same tall but less fat.

Done by hand and a mix between this shades and the size of the unfinished version on the top.

 

 

And now the question:

"Do we have cycles/C.P.U. for all this?

I think we have because we are on Bitmap Mode... Not using Music like the unfinished version but just the 'hurt' effects will get us cycles to mover over gfxs and not only 'clean Background (00)'.

Some more trick to get cycles for the scrolling and the PMGs (that are used in not many scanlines)

 

 

 

 

Nosty, of course the guys have to be remade and that's what I did.

Now you'll see a totally possible Mortal Kombat on A8 with the guys same taller but less fat, indeed the way they are now also beneficts in the cycles/C.P.U. as they are in the lines of other games.:

post-6517-0-41822500-1347203850_thumb.png

I think I am starting to really like this and have all the screens/levels this way and if anyone interested it could be a very good port/convertion into A8.

(We can even do this as static screen if we don't have cycles for the scroll)

 

 

 

 

P.s.- Yesterday I didn't 'Attach' the Selection Players screen:

Again, it's all in 4colours, this time just all Gray(s) as it seem beter, then PM0/M give us the 'contour' of the guy we have selected, P1 the '1' number and P2 the underlay(s) of the Player own skin colour (again, this oner it's Pinkish (Liu Kan) but others can be Brownish (like on the screen(s), Scorpion for example),...

 

post-6517-0-46060900-1347203985_thumb.png

Edited by José Pereira

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The 2nd last screenshot doesn't remind me of Mortal Kombat. The whole idea of MK is to have photorealistic fighters, not drawn-alike ones. Sorry ;)

Edited by Jacques

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I think that some projects are maybe a little tooooo ambitious for our little Atari.

 

Then again, I would have said that about Space Harrier, and that turned out really, really good.

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