pacman3211 #1 Posted February 26, 2016 popeye.bin 2 Quote Share this post Link to post Share on other sites
+save2600 #2 Posted February 26, 2016 Cool! Any screenshots you could post for those of us that don't do emulation or have a flash cart? 1 Quote Share this post Link to post Share on other sites
Ignorama #4 Posted February 26, 2016 Looks like Popeye, where is the difference? And may some words about the story behind this "new" look would help. Who are you, who made this and why? Quote Share this post Link to post Share on other sites
+save2600 #5 Posted February 26, 2016 PB Popeye: Hacked: ..looks like Popeye is drawn better. And maybe Bluto's nose isn't so long? Too bad Olive is still green. Quote Share this post Link to post Share on other sites
m-crew #6 Posted February 27, 2016 can you see the difference, I cant see the difference.. lol but oh that green olive... lol Quote Share this post Link to post Share on other sites
mthompson #7 Posted February 27, 2016 These two grabs might make it easier to see the improvements in both Popeye and Brutus. Original: Hacked: 1 Quote Share this post Link to post Share on other sites
pacman3211 #8 Posted February 27, 2016 (edited) I can't do much to improve Bluto. Bluto is only 5 pixels wide. The programmer used horizontal pixel stretching for Bluto. I don't know how to disable it in the code. popeye analysis.asm This assembly file can't be reassembled. popeye.asm Edited February 27, 2016 by pacman3211 Quote Share this post Link to post Share on other sites
JasonlikesINTV #9 Posted February 27, 2016 Surprised Rev isn't here yet Quote Share this post Link to post Share on other sites
Rev #10 Posted February 27, 2016 Umm. I have been here. Just didn't comment. Quote Share this post Link to post Share on other sites
pimpmaul69 #11 Posted February 27, 2016 The only issue i have is the new bluro/bruno. He now has a very clean shaved face. Bluto/Bruno is supposed to have a beard. The old graphic resembles that better. Quote Share this post Link to post Share on other sites
pimpmaul69 #12 Posted February 27, 2016 (edited) Double post Edited February 27, 2016 by pimpmaul69 Quote Share this post Link to post Share on other sites
+intellivotion #13 Posted February 27, 2016 I loved the arcade version of Popeye but I think the Intellivision one is quite bad. I hope it will receive a DK Arcade treatment. 1 Quote Share this post Link to post Share on other sites
Ignorama #14 Posted February 27, 2016 I would say its a small difference, yeah, but is it an improvement? Not sure about that. As Pimpmaul said, the old Bluto looks better for me too and I do like the new Popeye a bit more, but its not an fact, just an opinion. Quote Share this post Link to post Share on other sites
DZ-Jay #15 Posted February 27, 2016 I can't do much to improve Bluto. Bluto is only 5 pixels wide. The programmer used horizontal pixel stretching for Bluto. I don't know how to disable it in the code. popeye analysis.asm This assembly file can't be reassembled. popeye.asm I don't want to sound glib, but do you mean that you can't find where in the code to disable the sprite stretching, or that you do not know how to disable it? I suppose it is the former, in which case, if you know the MOB object that it uses, set a watch on its Y register in the debugger, and check when it is written with a value that has the "X-Zoom" bit set, then trace how the value got there. You'll probably be able to trace it back to a sprite database block. -dZ. Quote Share this post Link to post Share on other sites
m-crew #16 Posted February 27, 2016 These two grabs might make it easier to see the improvements in both Popeye and Brutus. Original: Popeye original.png Hacked: Popeye hacked.png Now I can see a bit of a difference... Thanks Quote Share this post Link to post Share on other sites
pacman3211 #17 Posted February 27, 2016 I don't want to sound glib, but do you mean that you can't find where in the code to disable the sprite stretching, or that you do not know how to disable it? I suppose it is the former, in which case, if you know the MOB object that it uses, set a watch on its Y register in the debugger, and check when it is written with a value that has the "X-Zoom" bit set, then trace how the value got there. You'll probably be able to trace it back to a sprite database block. -dZ. That doesn't sound glib, but that sounds very complex and beyond my abilities. Quote Share this post Link to post Share on other sites
pacman3211 #18 Posted February 27, 2016 This is a very, very minor graphical hack to qbert. I didn't like the way qbert was drawn in the original, so I changed the sprite slightly. qbert.bin 1 Quote Share this post Link to post Share on other sites
xybot67 #19 Posted February 28, 2016 Personally, I think Popeye looks a lot better now. Good job 1 Quote Share this post Link to post Share on other sites
pacman3211 #20 Posted February 28, 2016 qbert invincible cheat qbert.bin Quote Share this post Link to post Share on other sites
pacman3211 #21 Posted February 28, 2016 Qbert assembly files, cheat off. qbert analysis.asm qbert.asm Quote Share this post Link to post Share on other sites
bikeguychicago #22 Posted March 3, 2016 I still like this hack better: http://atariage.com/forums/topic/239795-popeye-arcade/page-2 Quote Share this post Link to post Share on other sites
+fdr4prez #23 Posted March 3, 2016 I still like this hack better: http://atariage.com/forums/topic/239795-popeye-arcade/page-2 Yeah, b't dat ain't fer intellivision Quote Share this post Link to post Share on other sites