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Kid Icarus


sgrddy

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  • 3 years later...

I know I'm resurrecting an old thread, but one of the solutions would be to make the sprites almost twice as tall and take up more of the screen. That gives a zoom effect but gives a lot of character detail. It reminds me of games on the Sega Game Gear.

 

I added a title screen and part of the title music. Not much to look at yet, but just a concept for how it could look with "tall" graphics.

1713356980_Screenshotfrom2023-02-0700-58-39.thumb.png.b2fed2a31e955081d8d9c1013b9ad499.png182478860_Screenshotfrom2023-02-0700-58-48.thumb.png.bdf3a94627602b542a37627e432d2aec.png

 

JS7800 Link: https://raz0red.github.io/js7800/?cart=https://forums.atariage.com/applications/core/interface/file/attachment.php?id=1002388&key=d5c21a884d417200b6bf28cac0cd67ba

(The POKEY sound doesn't work well with this file and JS7800. The music never works at first and I have to reload to hear the music.)

 

 

kidicarus03.78b.a78 kidicarus03.78b.bin

Edited by saxmeister
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9 hours ago, saxmeister said:

I know I'm resurrecting an old thread, but one of the solutions would be to make the sprites almost twice as tall and take up more of the screen. That gives a zoom effect but gives a lot of character detail. It reminds me of games on the Sega Game Gear.

 

Or, you can use 320C mode, so you don't narrow the playing field.

 

803335506_1917605019_7800MarioBrosin320Cmodeb.PNG.70099c305c107085a1917585af19ef34(1).thumb.png.543a0898883484461759cfb5561fde64.png

 

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320C is presenting a challenge to me to get all of the enemies colors unique enough while still having unique colors for the backgrounds. I am working on a working mockup, but am struggling with the palettes.

 

So I worked on the 160A "normal" version with sprites and other graphics resized for the 7800's aspect ratio. (Name changed to prevent "issues")

1848157855_Screenshotfrom2023-02-1301-56-10.thumb.png.24d0e875bdc6932a225b06a86e448473.png822400737_Screenshotfrom2023-02-1301-56-19.thumb.png.e876f5982f0a988489c24abf0689ea05.png

ORIGINAL GAME SCREENSHOT FOR COMPARISON

Gameplay_-_Kid_Icarus.png.211a3bb190e3058525244fd74e658744.png

 

 

JS7800 Link: https://raz0red.github.io/js7800/?cart=https://forums.atariage.com/applications/core/interface/file/attachment.php?id=1004178&key=b0f5112e01baf351e933a7051cf128cd

 

kidicarus03.small.78b.a78 kidicarus03.small.78b.bin

 

Edited by saxmeister
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320C is really a performance problem. I tried backgrounds with 320C and it was not performant enough to do too much, so I stuck with 320C for the foreground and 320A for the background (like many had suggested here on the forums, but when have I ever listened?).

 

Even banners using 320C are problematic. I guess getting the cake and eating it isn't always possible.

 

So I haven't dug into the tiling engine too much yet, but I am thinking that instead of trying to render 9 sprites of 16x16 in a row, taking those graphics and creating a couple of wide sprites by compiling the bg sprites. This may be exactly what the tiling engine does and I have missed something obvious.

Attached is a very, very rough 320C. I still haven't gotten the hang of the palettes and the way that colors are rendered with the pixel pairs. It's kind of like the old Apple II and Commodore machines, but I just haven't put all the pieces together yet.

152113662_Screenshotfrom2023-02-1314-22-27.thumb.png.05e2aa50fd3e6d668cc5527901102235.png

 

https://raz0red.github.io/js7800/?cart=https://forums.atariage.com/applications/core/interface/file/attachment.php?id=1004336&key=54cd70dcfa38eb3be1f1573cc91d7a2d

 

 

kidicarus_320C.78b.a78 kidicarus_320C.78b.bin

Edited by saxmeister
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On 2/13/2023 at 8:22 PM, saxmeister said:

320C is really a performance problem. I tried backgrounds with 320C and it was not performant enough to do too much, so I stuck with 320C for the foreground and 320A for the background (like many had suggested here on the forums, but when have I ever listened?).

 

I've written this a few times and was referring to when sprites move over the background graphics (for example with stars in Galaga), but this is not the case since the background is empty (black).

 

In converting 16x16 sprites/tiles, both 320C and 320B modes consume same cycles (2 bpp) and consume half cycles than 160B (4 bpp), therefore both consume almost double cycles compared to 320A (1 bpp) and the same cycles compared to 160A (2 bpp).

 

However when we convert graphics to use 160 mode, we usually use a width less than 16 pixels, for example 160B sprites/tiles, scaled down to 8x16 pixels, consume almost the same cycles as 320C 16x16 pixels. And therefore the 160A mode consumes fewer cycles than the 320C simply because the single pixel has double width and allows us to use fewer pixels (compared to the square pixel) to cover the same width of graphics.

 

For this reason I have always thought that comparing different systems it doesn't make much sense to talk about lower resolution without specifying the aspect ratio of the pixels.

 

With well-optimized code there have been some games that use full 320B and full 160B, so even 320C mode can be used successfully when circumstances make it an attractive option.

 

That said, you did an excellent job with 160A mode, using 12x16 sprites/tiles (generally I think 12 pixel box width is the best compromise with 160 mode), also compared to 320C you have more colors and no hassle with pixel placement.

 

So this time 160A has my vote, if you're interested. :)

 

 

 

 

Edited by Defender_2600
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Thanks, @Defender_2600. I have read through your chart many times and something just hasn't clicked for me yet. It's my blind spot for now. Once I get it n code I'll have it. So many thanks to you (you were one of the ones I was referring to when I stated that others had given instructions on how to do 320C mode).

 

Yeah, the 12x16 has become a happy spot for me when working with graphics instead of trying to squeeze into an 8x16 limitation.

 

I agree with you - I think the extra palettes help out with 160 modes. I hadn't planned on doing the entire game but was trying to help show others how to make the graphics from other systems work on the 7800. Proof of concept more than anything else. But, now I have an urge to actually try something like this when I get better at coding scrolling and have more time.

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On 2/13/2023 at 8:04 AM, saxmeister said:

320C is presenting a challenge to me to get all of the enemies colors unique enough while still having unique colors for the backgrounds. I am working on a working mockup, but am struggling with the palettes.

 

So I worked on the 160A "normal" version with sprites and other graphics resized for the 7800's aspect ratio. (Name changed to prevent "issues")

1848157855_Screenshotfrom2023-02-1301-56-10.thumb.png.24d0e875bdc6932a225b06a86e448473.png822400737_Screenshotfrom2023-02-1301-56-19.thumb.png.e876f5982f0a988489c24abf0689ea05.png

ORIGINAL GAME SCREENSHOT FOR COMPARISON

Gameplay_-_Kid_Icarus.png.211a3bb190e3058525244fd74e658744.png

 

 

JS7800 Link: https://raz0red.github.io/js7800/?cart=https://forums.atariage.com/applications/core/interface/file/attachment.php?id=1004178&key=b0f5112e01baf351e933a7051cf128cd

 

kidicarus03.small.78b.a78 48.13 kB · 5 downloads kidicarus03.small.78b.bin 48 kB · 15 downloads

 

Honestly, I really prefer the low-res version (These colors are not as jarring, for one thing). If you've having difficulties you could use Of Myths And Monsters' graphics, since they were made with a tiny screen in mind. The 7800's 160 modes even have slightly higher resolution! You'll just have to apply color on them

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On 2/20/2019 at 6:23 PM, sgrddy said:

Something I did a few years ago. It doesn't do anything. Just a screen to see what it would look like.

 

kidicarus.bas.a78 48.13 kB · 124 downloads

kidicarus_bin.bin 48 kB · 86 downloads

post-24017-0-36054700-1551236922.png

Nintendo be like:

image.png.6ff7521d1dcbc25ec98925074c093b2a.png

Jokes aside, WOW!!!!! Is that 160D? (160 Direct) Looks just like the NES..... but fatter..... since the atari pixel ratio is 6:7 in 160 modes...

image.png.92b0d0daa2ddd25ea866bda3519e7091.png

 

I think it looks really nice! I'd love to see this become a real thing but knowing Nintendo that might sadly not become a reality. :( 

 

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On 2/13/2023 at 6:26 AM, Karl G said:

That looks fantastic! I'd be all for a more colorful 160A/B version, personally. 

5 minutes ago, Muddyfunster said:

I prefer 160 mode. 

 

 

what’s wrong with 320?

I know artifacting but 320 is nice since:

- High res

- No fat pixel issue

- Can fit entire screen width at once

- Makes me & @PacManPlus happy ;)


plus, why not have 2 modes? Sure it takes more time, BUT…………. 

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