José Pereira #1 Posted September 24, 2012 Puzzle Bobble it's hard to get on A8 as Synthpopalooza has already said. He's the master here behind all those Interlace/Flicker7combinations between different gfxs Modes. But because I only have Emulators and it seems that some flicker more and others less, some work better in real Machines, others in NTSC,... I think that probably best was to have this game played in all sort of Machines, T.V. sets and emulators. With GR.11 we have 1 Background colour and same luminance and colours 01->0E. Here choosed luminance10 that it's the one I think best, not very light and not very dark. On the game you have maximum 7colour Bubbles but you can even get, at 14 (less black and less colour9 that it's the dither inside the Bubbles. -> Top first 15scanlines are in GR.15 just Black + 3colours (DLI at the middle to get the Top Playing Area 3colours Wall) -> Playing area as said n GR.11 -> Bottom Floor it's again GR.15 3colours. Because in GR.11 the 4Players arent 'Oring' Background Register colour(s) and the side walls are always 8pixels wide in 3colours you can get each one (left and right) using P0/P1 Multicolour for left and P2/P3 for the right one 8any olours for any type of the levels Walls). Then Left side one on the guys lines turn into double width P0/P1 with 2Missiles for the shooting Bubbles Machine. The Cannon on the Middle of the Playing Area it's the 4Missiles as 5thPlayer/PF3 colour that 'Oring' with the colour10 gets that nice light (I think) result. The Playing Area has the same dimensions as Arcade version and I just want to show the dfferent possible shoot/bubbles example. B and on bottom can be better and less wide design, this is just to show the idea... Quote Share this post Link to post Share on other sites
Rybags #2 Posted September 24, 2012 Gr. 11 sucks for doing much on it's own because of the fixed luma. Especially if you're using RF on a TV, it can all end up looking like a big mess. Gr. 10 is much more versatile if you want a chunky pic with flexible luma options. Puz-Bob also needs some finess in the movement of the cannon. Chunky steps of GTIA mode won't cut it. Quote Share this post Link to post Share on other sites
José Pereira #3 Posted September 24, 2012 (edited) Gr. 11 sucks for doing much on it's own because of the fixed luma. Especially if you're using RF on a TV, it can all end up looking like a big mess. Gr. 10 is much more versatile if you want a chunky pic with flexible luma options.<br /> Puz-Bob also needs some finess in the movement of the cannon. Chunky steps of GTIA mode't cut it. I wish I had a real Machine to try but it seems that luminance10 wouldn't be bad but after all it would always be better than flicker and for all Machines, PAL or NTSC. And GR.10 it's less colours, P0 it's the Background colour and I can't even have the left and right walls in a nice higher resolution. The main idea I get here it's that I can have the sides walls in 4x1 and next the nice 2x1 ratio Walls with Players Multicolour that 'cuts' the horrible looking of the 4x1 pixels. And because Top and bottom are also in 2x1 it looks better. The Cannon movement isn't the problem and that's why I put there the 4Missiles. The Missiles are one GTIA pixels after/before and they can always design the cannon sides when changing it's degrees. And the Synth's idea more than flicker isn't still 4x1 movement? Other thing I forgot was that as you go further the Playing Area begin to decrease: an horizontal bar and every time it's going down you start to have a 'dither type' Ground in the middle. This is simply possible because you can get that ground with GR.11, like you see on this SNES screenshot: Edited September 24, 2012 by José Pereira Quote Share this post Link to post Share on other sites
Rybags #4 Posted September 24, 2012 (edited) Don't restrict your visions to only Puzzle Bobble. There's 3 sequels - my favourite of the lot is PB 3. The playing area width varies considerably depending on level. Edited September 24, 2012 by Rybags Quote Share this post Link to post Share on other sites
José Pereira #5 Posted September 24, 2012 (edited) Rybags this version from GameGear has always the same width, what I never get because that we only have two Players Multicolour and no screen screen width to get a two Players Mode: Problem with any Puzzle Bobble version on number is that you don't have colour Registers to do it in 2x1 on A8. I see this worse if we go into flicker on a superIRG type then it will never be to everyone. Edited September 24, 2012 by José Pereira Quote Share this post Link to post Share on other sites
+JAC! #6 Posted September 24, 2012 Since there are "only" 8 balls horizontally I'd also vote for GR.10. By applying a raster split inthe middle of the screen you could give any of the 128 colors to the 8 balls. Quote Share this post Link to post Share on other sites
José Pereira #7 Posted September 24, 2012 Since there are "only" 8 balls horizontally I'd also vote for GR.10. By applying a raster split inthe middle of the screen you could give any of the 128 colors to the 8 balls. Would be a way to get this in 2x1 with some Mid-sacnline changes with some 'clever combination' of the PMGs?Maximum different Balls colours are seven at the same line and on all the Playing Area? Quote Share this post Link to post Share on other sites
Rybags #8 Posted September 24, 2012 If the game is restricted to the narrow play area then colour change tricks could be done in 2x1. Character mode should still be possible too since the top line of the bubbles can either be left blank or have a common outline colour. Still though - the game variants with fixed narrow screen don't have the replayability value of the variable width ones. Quote Share this post Link to post Share on other sites
José Pereira #9 Posted September 24, 2012 (edited) Rybags I am trying thinking in the original game, like the GameGear version. It's possible to get screen 32bytes wide because you'll have: -> left wall: 2bytes -> middle/Playing Area: (each ball 8pixels) x 8balls per line=16bytes -> right wall: 2bytes TOTAL: 20bytes You still have 6bytes on each side. You can: -> Have gfxs there OR -> Increase the width of the Playing Area. Going into Bitmap Mode Now we would have always: BACKGROUND: black PF0: white used on cannon, angle and inside bubbles dither PF1: Light Gray bubble colour used in most of the levels And then change PF2 for different colour Bubbles? Why no PF3? You would need PF3 free because you shoot one bubble random colour each time. If you're in Bitmap Mode you'll be without Badlines and every Bubble shooted can be 4Missiles 5th Player when they are shooted/moving and turn into PF2 when they are placed. But is it possible to do 6 or 7 PF2 colour changes in each line? I can't see any way of use the 4Players in Balls as they aren't always same number of the same colour and they can even be changing the number of them with the same colour because of the next one you shoot or if they fall. And could you get right at the start of each byte the Mid-scanline changes of PF2? If I have White and LightGray as PF0and PF1 then P0 and P1 PRIOR0 Oring gives me the side Walls different colours. Probably PF2 if same luminance even changed in-line to get the different Balls colours I think that: -> Balls colours (Orange,Lilac, Red, Blue and Green) can be possible in each Level use P2 and P3 to,again, with PRIOR0 get oring on the side gfxs. Get the oring colours it's possible but you the programminggs can reallyy get the PF2 colour Balls Mid-scanline changes? Edited September 24, 2012 by José Pereira Quote Share this post Link to post Share on other sites
Rybags #10 Posted September 24, 2012 "Original game" is the arcade version, none other. Most of the console and computer versions are compromises in one way or another. When thinking of such conversions, the smart thing is to start with the best version and make your own cuts and compromises from there. Starting with something already cut down means you can miss out on features that didn't need to be removed. Quote Share this post Link to post Share on other sites
José Pereira #11 Posted September 24, 2012 (edited) And if you have fixed PFs 4 colours for the sides ground and walls. Then, because each 2bytes it's one ball and you have 8balls per line: -> 4Balls are 4Players when the 4th Ball as it's P3 the next one (5th Ball) re-use P0 and so on untill 8th Ball that would be re-use of P3. Still working in Bitmap Mode and 32bytes wide Mode. Free PF3 that is used on the shooting Ball (as it would be possible to be any colour) unitll it's stable placed. Would 4PMGs change be possible every 2bytes (but there's also lines when the Balls are half the xPos of the previous/next line)? You'll have to change Pcolour/PGraph... probably PFs colour change best? Edited September 24, 2012 by José Pereira Quote Share this post Link to post Share on other sites
Bryan #12 Posted September 24, 2012 Yeah, GR.11 is very hard to use effectively and always looks better in an emulator than on the screen. The reason is that color changes have a very limited bandwidth so the pixel borders are impossible to see. It would have been nice to have a GTIA mode like 10 with some fixed colors in the spare slots (shades of gray or something). Quote Share this post Link to post Share on other sites
Marius #13 Posted September 24, 2012 I'm waiting for emkay.... Quote Share this post Link to post Share on other sites
José Pereira #14 Posted September 24, 2012 Don't you already know the answer? But many more ideas probably some solutions may come... Quote Share this post Link to post Share on other sites
José Pereira #15 Posted September 24, 2012 Don't you already know the answer? But many more ideas probably some solutions may come... Quote Share this post Link to post Share on other sites
José Pereira #16 Posted September 24, 2012 Don't you already know the answer? But many more ideas probably some solutions may come... Quote Share this post Link to post Share on other sites
sack-c0s #17 Posted September 25, 2012 I'm beginning to think about a Commodore 16/plus4 version after looking at these graphics - all the colours of the Atari with the ability to place them of a C64. Getting it into around 12K of memory could be something of a challenge though 1 Quote Share this post Link to post Share on other sites
Creature XL #18 Posted September 25, 2012 Don't you already know the answer? Shouldn't you have repeated this post 7 times? I hope you get the joke. Quote Share this post Link to post Share on other sites
José Pereira #19 Posted September 25, 2012 Don't you already know the answer? But many more ideas probably some solutions may come... Sorry, but problems with Mobile Phones and option to getting back turn into this. Quote Share this post Link to post Share on other sites
José Pereira #20 Posted September 25, 2012 Shouldn't you have repeated this post 7 times? I hope you get the joke. Previous sending explain why... Quote Share this post Link to post Share on other sites
Creature XL #21 Posted September 25, 2012 Previous sending explain why... You didn't get the joke "7 times" emkay Gr. 7 Quote Share this post Link to post Share on other sites
emkay #22 Posted September 25, 2012 You didn't get the joke "7 times" emkay Gr. 7 GR. 7? For what? Quote Share this post Link to post Share on other sites
+Stephen #23 Posted September 25, 2012 GR. 7? For what? Digi-sounds of course Quote Share this post Link to post Share on other sites
emkay #24 Posted September 25, 2012 Digi-sounds of course Not that the thread is about Gr. 11 ... Quote Share this post Link to post Share on other sites
popmilo #25 Posted September 26, 2012 Gr 11 is way too 'washed out'... Gr 10 is much better, it still offers bunch of 'real' colors per line and you can still add 2x1 details with players... I like Matosimi's 'h3x0r' approach for games like PB: Or maybe another of his games 'Monex' (this time with mixing colors in dithered pattern): Quote Share this post Link to post Share on other sites