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Bruce Lee retweaked sprites


TIX

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Hey,

still struggling with Yamo's frames, trying to work around the limitations.

 

yyy.JPG.49c40c9f5ea784da7e3028ec4de2be4e.JPG

Another problem crept in when I inserted Yamo's running animation and see it for the first time in game.. it was a terrible jerky mess.

After much cursing and hair pulling I figured it out,

The ultra fast animation combined with up/down motion caused the jerkiness.

So I had to sacrifice his 'bounce', for a smooth run ?

 

yamo-run-new3.gif.8ae0a7c15056d104344a3bb23dc1e132.gif

 

 

Edited by TIX
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Full set of Yamo's frames are finally done and complied with the original limitations.. that was a tight fit !

It's the bottom row obviously (I spare you the dozens of in-between tries)

Please note that frames 3, 8 and 10 (counting from the left) are double wide pixels for the green layer.

 

A couple of questions:

  • Do villains ever climb the ladders ? or this happens only in c64 version ? I think I found unused frames for climbing !?!?
  • Does Yamo had a separate leg swipe move ? or he uses the same as the knock down one ?

OK, move on to the ninja guy ?

 

405697304_Yamofinal.thumb.JPG.a418e3b3940fc9f39b5dc0874ccbbc20.JPG

 

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The enemies will cross the trellis horizontally and (inadvertantly) get onto the vertically moving sections.  There does seem to be a climbing up animation from playing it.

I don't think they normally persue Bruce unless he's around the same vertical level at least on the lower difficulty.

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I hope Fantomas doesn't mind, here are the bytes. Display are reversed from the bytes.

 

PM110:
    .byte $00    ;........
    .byte $00    ;........
    .byte $00    ;........
    .byte $00    ;........
    .byte $00    ;........
    .byte $00    ;........
    .byte $00    ;........
    .byte $04    ;..#.....
    .byte $08    ;...#....
    .byte $0C    ;..##....
    .byte $78    ;...####.
    .byte $7C    ;..#####.
    .byte $38    ;...###..
    .byte $7E    ;.######.
    .byte $FE    ;.#######
    .byte $FF    ;########
    .byte $81    ;#......#
    .byte $00    ;........
    .byte $44    ;..#...#.
    .byte $6E    ;.###.##.
    .byte $E7    ;###..###
    .byte $C3    ;##....##
    .byte $66    ;.##..##.
    .byte $E7    ;###..###

PM111:
    .byte $00    ;........
    .byte $00    ;........
    .byte $00    ;........
    .byte $00    ;........
    .byte $60    ;.....##.
    .byte $78    ;...####.
    .byte $3C    ;..####..
    .byte $7C    ;..#####.
    .byte $7C    ;..#####.
    .byte $7C    ;..#####.
    .byte $7C    ;..#####.
    .byte $7C    ;..#####.
    .byte $38    ;...###..
    .byte $7E    ;.######.
    .byte $FE    ;.#######
    .byte $FE    ;.#######
    .byte $FC    ;..######
    .byte $FD    ;#.######
    .byte $FD    ;#.######
    .byte $FF    ;########
    .byte $E7    ;###..###
    .byte $C3    ;##....##
    .byte $66    ;.##..##.
    .byte $E7    ;###..###

PM112:
    .byte $08    ;...#....
    .byte $08    ;...#....
    .byte $04    ;..#.....
    .byte $04    ;..#.....
    .byte $85    ;#.#....#
    .byte $8D    ;#.##...#
    .byte $89    ;#..#...#
    .byte $FF    ;########
    .byte $FF    ;########
    .byte $FF    ;########
    .byte $FE    ;.#######
    .byte $7E    ;.######.
    .byte $7C    ;..#####.
    .byte $7C    ;..#####.
    .byte $7C    ;..#####.
    .byte $00    ;........
    .byte $00    ;........
    .byte $44    ;..#...#.
    .byte $6C    ;..##.##.
    .byte $6C    ;..##.##.
    .byte $44    ;..#...#.
    .byte $44    ;..#...#.
    .byte $6C    ;..##.##.
    .byte $C6    ;.##...##

PM113:
    .byte $39    ;#..###..
    .byte $FD    ;#.######
    .byte $FF    ;########
    .byte $FD    ;#.######
    .byte $7D    ;#.#####.
    .byte $7D    ;#.#####.
    .byte $39    ;#..###..
    .byte $7F    ;#######.
    .byte $7F    ;#######.
    .byte $7F    ;#######.
    .byte $FE    ;.#######
    .byte $7E    ;.######.
    .byte $7C    ;..#####.
    .byte $7C    ;..#####.
    .byte $7C    ;..#####.
    .byte $7C    ;..#####.
    .byte $7C    ;..#####.
    .byte $7C    ;..#####.
    .byte $7C    ;..#####.
    .byte $6C    ;..##.##.
    .byte $40    ;......#.
    .byte $40    ;......#.
    .byte $6C    ;..##.##.
    .byte $06    ;.##.....

PM114:
    .byte $00    ;........
    .byte $60    ;.....##.
    .byte $70    ;....###.
    .byte $D0    ;....#.##
    .byte $F0    ;....####
    .byte $F8    ;...#####
    .byte $78    ;...####.
    .byte $38    ;...###..
    .byte $3C    ;..####..
    .byte $6C    ;..##.##.
    .byte $6C    ;..##.##.
    .byte $2C    ;..##.#..
    .byte $78    ;...####.
    .byte $60    ;.....##.
    .byte $04    ;..#.....
    .byte $04    ;..#.....
    .byte $6C    ;..##.##.
    .byte $EC    ;..##.###
    .byte $CE    ;.###..##
    .byte $6E    ;.###.##.
    .byte $26    ;.##..#..
    .byte $62    ;.#...##.
    .byte $42    ;.#....#.

PM115:
    .byte $04    ;..#.....
    .byte $7C    ;..#####.
    .byte $7C    ;..#####.
    .byte $F8    ;...#####
    .byte $F8    ;...#####
    .byte $F8    ;...#####
    .byte $78    ;...####.
    .byte $78    ;...####.
    .byte $7C    ;..#####.
    .byte $7C    ;..#####.
    .byte $7C    ;..#####.
    .byte $3C    ;..####..
    .byte $FE    ;.#######
    .byte $FC    ;..######
    .byte $3C    ;..####..
    .byte $3C    ;..####..
    .byte $7C    ;..#####.
    .byte $EC    ;..##.###
    .byte $CE    ;.###..##
    .byte $6E    ;.###.##.
    .byte $26    ;.##..#..
    .byte $62    ;.#...##.
    .byte $42    ;.#....#.

PM116:
    .byte $00    ;........
    .byte $06    ;.##.....
    .byte $0E    ;.###....
    .byte $0B    ;##.#....
    .byte $0F    ;####....
    .byte $0F    ;####....
    .byte $1E    ;.####...
    .byte $3C    ;..####..
    .byte $3C    ;..####..
    .byte $6E    ;.###.##.
    .byte $6E    ;.###.##.
    .byte $7C    ;..#####.
    .byte $3E    ;.#####..
    .byte $06    ;.##.....
    .byte $20    ;.....#..
    .byte $20    ;.....#..
    .byte $36    ;.##.##..
    .byte $37    ;###.##..
    .byte $73    ;##..###.
    .byte $76    ;.##.###.
    .byte $64    ;..#..##.
    .byte $46    ;.##...#.
    .byte $42    ;.#....#.

PM117:
    .byte $20    ;.....#..
    .byte $38    ;...###..
    .byte $3C    ;..####..
    .byte $1C    ;..###...
    .byte $18    ;...##...
    .byte $18    ;...##...
    .byte $18    ;...##...
    .byte $3A    ;.#.###..
    .byte $3A    ;.#.###..
    .byte $7C    ;..#####.
    .byte $7C    ;..#####.
    .byte $3C    ;..####..
    .byte $FF    ;########
    .byte $7D    ;#.#####.
    .byte $3C    ;..####..
    .byte $3C    ;..####..
    .byte $18    ;...##...

 

 

Edited by Ute
Clairity
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On 7/14/2019 at 1:55 PM, TIX said:

Do villains ever climb the ladders ? or this happens only in c64 version ? I think I found unused frames for climbing !?!?

i just saw the BBC Micro version of the game and in 1-player mode, Yamo does indeed climb the ladders...!

there just no consistency :)

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16 hours ago, TIX said:

Hey guys,

 

after numerous redesigns, I have a fully hacked Yamo in game ! (no 2 player jumping and climbing yet)

yell.JPG.523ff20530b9b9a569892c8d336abf30.JPG

compo.thumb.JPG.458ef37c064eb3fc144756ddeaa1d20c.JPG

 

 

enjoy some chubby action ?

 

Bruce Lee (almost all Yamo17).xex 40.29 kB · 17 downloads

I just tried this out on my real hardware. I concur with others, I love the new chubby Yamo! And Bruce's face-right stance is so much better than the original, I don't even care if you never give him feet (not as big as the original of course), but I think a slight re-stance to allow for small feet would look even better.

 

I didn't quite understand what you were going for on Bruce, with the bare hand on one side, and gloved on the other (other than simple color difference so it can be seen), until I saw the frame in-game. I don't know why I didn't see your "vision" in the pixels outside of the game. I understand now that it's to create the illusion of a fore-arm, with the black as shadow underneath, instead of trying to make a real arm in black with so little detail and options, like the original pixel artist did. I thought instead, that it was an unfinished-frame, and the extra black dot or two to make the fist in front of his torso was still to come, drawn in black like the original artist chose. Kudos!

Edited by Gunstar
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..and my take at the moment (bottom row) ?

It's pretty tough to give him character with so little.. still working on him,

he is already much better than my first tries, I really want to improve the 5th frame (double wide pixels), but there is not a lot I can do to fix that ?

 

1810863334_ninjacompo3.JPG.0d4e78e6c35445abe328e183824e2842.JPG

 

Edited by TIX
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33 minutes ago, TIX said:

..and my take at the moment (bottom row) ?

It's pretty tough to give him character with so little.. still working on him,

he is already much better than my first tries, I really want to improve the 5th frame (double wide pixels), but there is not a lot I can do to fix that ?

 

1810863334_ninjacompo3.JPG.0d4e78e6c35445abe328e183824e2842.JPG

 

TIX,

some of the images of the ninja are supercool such as falling down and standing (first) 

but some of them needs some improvements such as running (frame 2,3), and the last one which I don’t know how to refer to(poking? ?)

 

besides that excellent work as always!

 

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I'd have to see them in motion for the running sprites, you really can't judge that until you see the combined result.

I'd say this is definitely and improvement over the first attempts.

Was there positions for the missing frames, and could a programmer resurrect them with a little added alchemy to the workings? would it significantly add anything? My thoughts were always that the ninja should be able to chase you anywhere, and yamo should have to take the ride on belts and water... It seems reversed in that respect because they wanted the match up...

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