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José Pereira

Delta translated to A8

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From what people had been talking in this topic: http://atariage.com/forums/topic/236176-rob-hubbard-pokey-music/ I decided to open a new topic just to show what I did about two or three years ago, what's my idea and why I think it can work this way.

By now just what I did and some explanations:

-> Delta presentation screen

Show this screen with some nice music that people can listen and press a key anytime they want to continue the loading process:

post-6517-0-17662900-1426353505_thumb.png

 

 

-> Loading screen (present on screen while loading)

Just the simple 'DELTA' logo then we'll see what we could came up with to have some music during the loading process (the redish colour could cycle to blues, greens,...like on the C64):

post-6517-0-89961900-1426353590_thumb.png

(to this, of course, we can add any text/anything we want to fill the screen...)

 

 

-> Game loaded

Show the credits and the hi-scores:

post-6517-0-20705300-1426353649_thumb.pngpost-6517-0-62819100-1426353661_thumb.png

From frames to frames and like in C64 you can have a little demo of the ship flying over the text and The scrolling starfield:

post-6517-0-35031600-1426353713_thumb.pngpost-6517-0-27621500-1426353719_thumb.png

(we can always have our ship flying, the ball shots and the starfield because they are made of PMGs and the letters are ANTIC4/Gr.12 charsets)

 

-> Playing the game

Example of two levels with the grounds converted to 4charlines tall:

post-6517-0-22682200-1426353835_thumb.pngpost-6517-0-64167800-1426353840_thumb.png

We have here on the playing area part is one charset for the top ground, other for the 7enemys and the white shot and a third for the bottom ground.

 

 

All letters and those powerups/bonus weapons are charsets. We only need 3charsets for all of them(the top ships are the same PMGs as our game ship):

post-6517-0-43595500-1426354106_thumb.png

-> Letters, Numbers and symbols

-> Delta logo

-> Weapons/Bonus powerups

PF0: white and PF1 dark blue

then:

PF2: lilac and PF3: gray gives us the information if that powerup is enabled or not

 

 

About the PMGs use we'll use PRIOR2 where PM0+PM1 are in front and PM2&PM3 are on the backs of the PFs gfxs:

post-6517-0-85963000-1426354744_thumb.png

-> PM0+PM1: our ship

-> P2&P3 the coloured ball shots (they seem big, maybe they need to be a little smaller)

-> M2, M3 and [M2+M3] oring 3rd colour gives us the stars

 

 

 

 

About the main music there's this one from our lost friend Raster version that seems very good to me:

delta RASTER music.xex

Edited by José Pereira
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The gameplay and many enemies resemble directly to Zybex. However, the ship moves so damn fast in certain levels.

 

https://youtu.be/AeLi01dpME0

 

And of course, the game needs a true ending. Anyway, it'd be a real challenge to have such port in A8.

 

- Y -

Edited by Yautja

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About Delta Music

 

The C64 Version ONLY lives by the SID Sounds, also not the best tune by Hubbard.

 

It's lost there....

 

 

But for POKEY some relaxation could be added , just with some nice BRASS Section sounds...

 

 

... for example.

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Funny part of the last tune is that it resembles the brass sound of the SNES very closely ;) 0:55 - 1:07 reminding somehow of the Axelay soundtrack :D

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While it all looks very good, etc ... I am not a fan of straight ports - unless the original is perfect in every way? (eg. Galaga)

 

While I did play Delta back in the day - when I did have a C-64 for a short while - the game that impressed me more was Sanxion - by it's graphics.

However gameplay wise it was too tough - and not as interesting game wise as Delta.

 

Anyway if your Delta becomes 'real' - then I like to see some additions made to it - that'll make it better still? (like some of the routines used in AtariBLAST!?)

 

Harvey

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