José Pereira #1 Posted May 1, 2013 One more from me : Can we say or not that the A8 version (Gfxs Mode/Artifacting taste apart) is scrolling/sprites on Towers well done and similar to the other 8bit versions? This is because I was wondering if we change same Bitmap Mode GR.8->GR.15 and because they done it all in soft sprites it wouldn't be hard to then just have 4 + 5thPlayer PMGs overlays PRIOR0 to have all the moving guys nicely coloured. What I am wondering is it would be just adding the PMGs routine or something more... Were the Towers rotation and the sprites moving done in Hi-Resolution steps and then the change into 2:1 ratio would end up in the need for their complete write from scratch like if an writing of a new game? Quote Share this post Link to post Share on other sites
Rybags #2 Posted May 1, 2013 C64 version is the benchmark and fairly sure original version of that game. A8 version utterly sucks compared to it, would have been better if simply done using 160 mode with PMG tricks to add more colour. Quote Share this post Link to post Share on other sites
Rybags #4 Posted May 1, 2013 With some effort C64 games can be ran under an emulation layer using VBXE to translate graphics and render the sprites. Not a lunchtime project though. A game like Nebulus might be an ideal candidate. Quote Share this post Link to post Share on other sites
candle #5 Posted May 1, 2013 Avery, remember us talking about read multiple command? HA HA (sorry, have a feaver) Quote Share this post Link to post Share on other sites
candle #6 Posted May 1, 2013 arg, wrong thread Quote Share this post Link to post Share on other sites
+JAC! #7 Posted May 1, 2013 (edited) (ah, the fever ) Edited May 1, 2013 by JAC! Quote Share this post Link to post Share on other sites
Jacques #8 Posted May 1, 2013 (edited) With some effort C64 games can be ran under an emulation layer using VBXE to translate graphics and render the sprites. Not a lunchtime project though. A game like Nebulus might be an ideal candidate. That sounds incredible, sort of VBXE-based C64 emulator? Theoretically, would there be a general solution possible (let's say to load C64's game-binary PRGs), or would it require individual approach for certain game? Edited May 1, 2013 by Jacques Quote Share this post Link to post Share on other sites
Xuel #9 Posted May 2, 2013 (edited) This is because I was wondering if we change same Bitmap Mode GR.8->GR.15 and because they done it all in soft sprites it wouldn't be hard to then just have 4 + 5thPlayer PMGs overlays PRIOR0 to have all the moving guys nicely coloured. What I am wondering is it would be just adding the PMGs routine or something more... Were the Towers rotation and the sprites moving done in Hi-Resolution steps and then the change into 2:1 ratio would end up in the need for their complete write from scratch like if an writing of a new game? José, I hacked the ROM to test your idea: tower-mode-e-hack.bin It was fairly trivial to modify the display list from mode F to mode E. Since the game looks like it was designed with NTSC artifacting in mind, the colors look OK in mode E. The graphics could be tweaked to make better use of mode E. I put some extra code in empty slots of the character to set the colors and overlay a player to show the PRIOR0 mixing potential. All that remains is to add proper player overlay graphics and DLI code to keep them situated over the desired objects. Granted, it's not a trivial task, but I think less effort than rewriting the game from scratch. It would also make sense to add some DLIs for coloring the water and the score line. EDIT: Corrected ROM so it doesn't crash when pressing Reset. Edited May 2, 2013 by Xuel Quote Share this post Link to post Share on other sites
José Pereira #10 Posted May 2, 2013 Thanks. I am doing other things but with that from you together with a new idea I had then I think we can get something. Just think that if 1:1 it's for NTSC guys then the 2:1 would be for the PAL ones with some blending . Quote Share this post Link to post Share on other sites
José Pereira #11 Posted May 2, 2013 Thanks. I am doing other things but with that from you together with a new idea I had then I think we can get something. Just think that if 1:1 it's for NTSC guys then the 2:1 would be for the PAL ones with some blending . Quote Share this post Link to post Share on other sites
José Pereira #12 Posted May 2, 2013 Oops. Sorry. Now I see all these posts. It was saying ?Going to another Server'. I keep clicking O.K. two times on my mobile phone. Quote Share this post Link to post Share on other sites
José Pereira #13 Posted May 13, 2013 Hi. If anyone here is good at playing this one, can you get how many enemys/moving maximum on screen can you have on the tower? On C64 it seems 4 but I could only see 3 on A8. I can't get much because I've never been very good playing with the keyboard and now I only have Emulators and this game doesn't go well the Mouse. If it isn't asking for too much, on the Underwater on C64 it seems that maximum on screen are 3fish. Is it also the same on A8? Thanks. Quote Share this post Link to post Share on other sites
José Pereira #14 Posted May 13, 2013 Hi people.l A little late but so many other 'Thoughts'... Thanks Xuel. I did a remake of the gfxs and also put some PGs over the Top Status Area Hi-Resolution. On the Playing Area we have the normal 4colours GR.15 where: -> PF0: Dark colour -> PF1: always white for all Levels -> PF2: Light colour Then I use PRIOR0 but only Oring on our guy PM3 (because the other guys would be PM0->PM2 in the sequence they appear on screen so they aren't Ored) and his also PM3 because it would be useful to have it expanded width for the Submarine. Then each Level Towers with each own colour and two luminances: Our guy in Brown because better in the Oring but als best seen throw all the different Towers colours/luminances. 3 Quote Share this post Link to post Share on other sites
José Pereira #15 Posted May 13, 2013 But our guy can still be green if people prefer so. Quote Share this post Link to post Share on other sites
José Pereira #16 Posted September 6, 2013 Because of that A8 remake that couldn't enter on the ABBUC Software Contest I remember to ressurect this one because I can't get to play the game with keys or the mouse via the emulators I would like your help in answering: "How much maximum enemys/moving things can we have on screen and per line on the rotating towers levels?" Thanks. Quote Share this post Link to post Share on other sites