MTR Posted October 14, 2020 Share Posted October 14, 2020 ..and the Lord has spoketh' Yeah, the limitations are there, but it would be great addition to a slower paced games for example a moving colorful background or static background. There are a lot of static games like chess, which could use backgrounds, maybe even changeable one's by the press of an option button. Some cool photos of girls and stuff in background should liven up the game play and make the game more interesting and popular. For example, some QIX clone like game could sure use some "more interesting" pictures for people to uncover during the game If you know what I mean.. Sometimes it takes something subtle to make all the difference in a game.. Just a thought for homebrew developers/artists Quote Link to comment Share on other sites More sharing options...
agradeneu Posted October 14, 2020 Share Posted October 14, 2020 (edited) 18 minutes ago, MTR said: ..and the Lord has spoketh' Yeah, the limitations are there, but it would be great addition to a slower paced games for example a moving colorful background or static background. There are a lot of static games like chess, which could use backgrounds, maybe even changeable one's by the press of an option button. Some cool photos of girls and stuff in background should liven up the game play and make the game more interesting and popular. For example, some QIX clone like game could sure use some "more interesting" pictures for people to uncover during the game If you know what I mean.. Sometimes it takes something subtle to make all the difference in a game.. Just a thought for homebrew developers/artists 16 colors is fine, you can make very interesting things with it So, technically it is possible to display more colors, but that alone is not enough to make good and interesting graphics. Animation is very important, and honestly video games are not so much about static images. BTW Lynx Mortal Kombat displays more than 16 colors, so it looks to be useable for animated graphics. ( Same with Alpine Games) Edited October 14, 2020 by agradeneu Quote Link to comment Share on other sites More sharing options...
agradeneu Posted October 14, 2020 Share Posted October 14, 2020 (edited) 16 hours ago, Fadest said: Apart Duranik with Alpine Games and Bonus cartridge, I wonder if someone used more than 16 colors while ingame ? http://duranik.com/lynx.html For me, Alpine Games is a masterpiece, the best game in Lynx library (commercial era and homebrews) (but maybe I'm biased, Winter Games was my first game on my first computer :D ) Graphics yes, but the mini games could not keep my interest for very long honestly. In terms of gameplay, replaybility and technical achievement, both Zaku and Wyvern Tales are at the top of homebrews IMO. Edited October 14, 2020 by agradeneu 1 Quote Link to comment Share on other sites More sharing options...
Lost Dragon Posted October 17, 2020 Share Posted October 17, 2020 On 10/14/2020 at 5:29 AM, Agent X said: I wasn't previously familiar with those graphical demos until now, so thanks for posting them! Even if this technique could not be applied easily (or at all) during the gameplay in a fast-action game, it could still be very useful for a title screen or a cinematic sequence. I recall reading that RoadBlasters and Awesome Golf exceeded the normal 16-color "limit". Awesome Golf does on the title screen, not so sure on the actual in-game. That's been my understanding. Quote Link to comment Share on other sites More sharing options...
sage Posted October 17, 2020 Share Posted October 17, 2020 On 10/14/2020 at 9:52 AM, LordKraken said: ultiple times during each screen refresh. Still it will have an impact on your game performance. People with advanced "demomaker skills" like Sage or Enthusi might develop on that, but I don't see how this technique could be used in a real time game. Maybe for a more static one like chess? as mentioned, the PATW sokoban clone and some arkanoid/breakout demo clone ... Quote Link to comment Share on other sites More sharing options...
LordKraken Posted October 18, 2020 Share Posted October 18, 2020 15 hours ago, sage said: as mentioned, the PATW sokoban clone and some arkanoid/breakout demo clone ... Ok so as suspected, only for games where large portion of the screen is static then? Quote Link to comment Share on other sites More sharing options...
sage Posted October 18, 2020 Share Posted October 18, 2020 in a way, yes. only for games where you can have a 75HZ refresh from the game engine and/or have enough memory for buffers. Quote Link to comment Share on other sites More sharing options...
Nop90 Posted October 18, 2020 Share Posted October 18, 2020 I can show them only with a 50Hz refresh. At 60Hz there are some errors in the image. Quote Link to comment Share on other sites More sharing options...
life-among-bits Posted March 31, 2021 Share Posted March 31, 2021 On 9/16/2020 at 12:28 PM, Lost Dragon said: Whilst talking about Lynx Rolling Thunder in Frank Gasking's GTW book, Chuck Ernst reveals he approached Atari with idea they see Mortal Kombat converted to the Lynx. Atari Management rejected the idea, saying they already had Pitfighter and that was similar enough. Can you take a picture of this part of Chuck Ernst about MK conversion for the Lynx from the book. I'm writing a review for this Silly Venture contest version. 1 Quote Link to comment Share on other sites More sharing options...
miker Posted April 13, 2021 Share Posted April 13, 2021 (edited) There's some progress... MK's Practice mode: https://streamable.com/zgp4qp Edit: Starring Sonya, not playbable in party-version. Edited April 13, 2021 by miker update 4 Quote Link to comment Share on other sites More sharing options...
life-among-bits Posted April 14, 2021 Share Posted April 14, 2021 18 hours ago, miker said: There's some progress... MK's Practice mode: https://streamable.com/zgp4qp Edit: Starring Sonya, not playbable in party-version. That's cool! Eager to play with special moves! Quote Link to comment Share on other sites More sharing options...
solo/ng Posted April 14, 2021 Share Posted April 14, 2021 8 hours ago, life-among-bits said: That's cool! Eager to play with special moves! Like this? ? 6 Quote Link to comment Share on other sites More sharing options...
LordKraken Posted April 15, 2021 Share Posted April 15, 2021 Is it a custom version of Handy? Quote Link to comment Share on other sites More sharing options...
laoo Posted April 15, 2021 Share Posted April 15, 2021 (edited) 41 minutes ago, LordKraken said: Is it a custom version of Handy? Yeah, I've done some tracing enhancements. But it's integrated with MADS assembler, hence it's not usable with cc65 or lyxass. Generally one can enable/disable in source code (with metacommands) dumping some memory locations to title bar and traceing fragments of code to a file. Edited April 15, 2021 by laoo Quote Link to comment Share on other sites More sharing options...
LordKraken Posted April 15, 2021 Share Posted April 15, 2021 Yeah I was actually going to ask about the values in the title bar, I suspected some sort of tracking I did a simple console for my games to get something similar, but guess what, it takes some RAM and by the end of the actual development, when I actually need it the most, I have to get rid of it to get some RAM back ^^ 1 Quote Link to comment Share on other sites More sharing options...
laoo Posted April 15, 2021 Share Posted April 15, 2021 (edited) Best thing about my approach is that it runs virtually in the emulator. I have a map of attributes for each memory location and when CPU is executing given address I just do what's defined in the attribute. It might be printing some memory value on given position of title bar (as seen on the clip) or turning on/off tracing etc. The attribute map is populated by analyzing assembler output listing and searching for specific comments. Elementary approach but it does to job Edited April 15, 2021 by laoo 3 Quote Link to comment Share on other sites More sharing options...
LordKraken Posted April 15, 2021 Share Posted April 15, 2021 Pretty sweet, well I'm quite limited by taking a high level approach... so I guess in the end I guess I just need to produce bugfree perfect C-code... ohh waiit... 2 Quote Link to comment Share on other sites More sharing options...
laoo Posted April 15, 2021 Share Posted April 15, 2021 As one of my friends used to say: it's foolish to write buggy code and be forced to use debugger when you can write correct one in the first place Quote Link to comment Share on other sites More sharing options...
+cubanismo Posted April 15, 2021 Share Posted April 15, 2021 5 hours ago, laoo said: when you can write correct one in the first place Let me know when we live in that world. I've been looking forward to it for years Quote Link to comment Share on other sites More sharing options...
Lucas Cabral Posted April 16, 2021 Share Posted April 16, 2021 On 4/14/2021 at 7:05 PM, solo/ng said: Like this? ? WOW!!!! 2 Quote Link to comment Share on other sites More sharing options...
life-among-bits Posted April 16, 2021 Share Posted April 16, 2021 On 4/14/2021 at 7:05 PM, solo/ng said: Like this? ? Are you trying to kill me??? xDDD How you guys gonna fit all this on a cart? I ask because the ROM size. The Lynx have a max limit? Like FAT32 limit of 4GB per file. (I'm a coding noob, sorry if I exemplified in a way too silly) Quote Link to comment Share on other sites More sharing options...
miker Posted April 17, 2021 Share Posted April 17, 2021 Here's a small portion of music which might be used in final version of game. Not sure if those and also not sure if not changed in any way. Nevertheless... enjoy! mk_music.zip Quote Link to comment Share on other sites More sharing options...
4ever2600 Posted April 17, 2021 Share Posted April 17, 2021 Awesome! Quote Link to comment Share on other sites More sharing options...
+karri Posted April 19, 2021 Share Posted April 19, 2021 Really cool sounds. Are you using samples a lot? The instruments sound so great! Quote Link to comment Share on other sites More sharing options...
miker Posted April 19, 2021 Share Posted April 19, 2021 Actually the music is done in Chipper (and it's almost the same player as in Lynx Quest). Most SFX are samples, though. 1 Quote Link to comment Share on other sites More sharing options...
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