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Idea for homebrew title that 7800-homebrew dev. may consider to produce: Pac Land 1984


Giles N

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On 10/3/2019 at 7:37 AM, TIX said:

not bad,

but try the same with wide pixels and you got instant pancake :P

look at my 16x16 (pancake) example with square pixels instead.. looks good !

 

running16x16-1.gif.dde64c10d39e4fff449d6ab446cbba18.gif

May I ask what program or editor you use to produce 7800 grfx?

 

Can the PacMan grfx you show here, be directly downloaded to a 7800 program code, or will you have to convert it in a way (format, palette, re-draw it in 7800 graphic program, etc)?

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Ok, so I gave ‘Clyde’ a shot, again 3 colors, 16x16 pixels; blue is supposed to be background (would bectransparent).

So: black, white, light-brown.

 

I think it can be improved upon quite a bit...

 

It was a shot...

2D0E6892-F5B3-4FD8-AFFE-C4334CBCC7CE.jpeg

Edited by Giles N
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3 hours ago, Synthpopalooza said:

Use the GIMP, posterize it down to 4 colors and export a .png, and it can be used in 7800basic via incgraphics.  That's how I do it. 

Incgraphics - is this where the programmers work begin, or is it a part of an editor?

 

I don’t know a line of programming; have only used paint -programs and sprite-editors in the past.

 

Can I work with 7800 graphics without having to program?

Edited by Giles N
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incgraphics is a 7800basic command that actively imports the graphic .png into your 7800 ROM itself.

 

It is possible to do up the graphics without having programming knowledge.  If you can export the graphics as .png, and keep them within multiples of 8, vertical and horizontal pixels, and 3 colors plus transparence (for 160A) they can be included in a 7800 ROM itself.

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On 10/3/2019 at 2:11 AM, Giles N said:

ahem...
 

E834EC38-B02F-4019-B995-84F5480FC0CA.jpeg

 

I would just suggest to consider the real pixel aspect ratio so that, as far as possible, this graphics do not look wide on real hardware. And again, I think a good compromise is 16 horizontal x 32 vertical (the same height as the arcade version).

 

374482824_7800realpixelaspectratiob.thumb.PNG.06e5ba0e3b58ec455abaf3bfd5fba139.PNG

 

 

1476426763_7800realpixelaspectratio.thumb.PNG.02b2aca3e0219a609a533610af6285ac.PNG

 

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Fairy land music ... this time the setup is different:

 

AUDCTL=$60 (1.79 mhz on 0 and 2, 8-bit all channels)

 

0 - $2x clocked at 1.79 mhz - harmony

1 - $Ax, standard square wave, no special settings - lower harmony

2 - $Cx, clocked at 1.79 mhz - high lead

3 - $Ax, standard square wave, no special settings - plays same as channel 2 but an octave lower

 

Again:  Real hardware only, Prosystem will play most of this, A7800 makes a right mess of it all.

 

 

pacland-fairy.128 pacland-fairy.A78 pacland-fairy.asm pacland-fairy-450.A78 pacland-fairy-450.asm pacland-fairy-450.bin

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18 hours ago, Defender_2600 said:

 

I would just suggest to consider the real pixel aspect ratio so that, as far as possible, this graphics do not look wide on real hardware. And again, I think a good compromise is 16 horizontal x 32 vertical (the same height as the arcade version).

 

374482824_7800realpixelaspectratiob.thumb.PNG.06e5ba0e3b58ec455abaf3bfd5fba139.PNG

 

 

1476426763_7800realpixelaspectratio.thumb.PNG.02b2aca3e0219a609a533610af6285ac.PNG

 

The C64, I think, had the same thing for three color sprites, while monochrome was 16x16 perfect square pixels.

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23 hours ago, Jaden (JRH) said:

I'll probably have to redraw those sprites I did, now that there's a guide to 7800 graphics.

BTW has programming actually started yet? I have some minor programming knowledge. So, I might be able to help. This is a project that I would definitely love to see completed. So, I want to help as much as I can.

I remember doing some stuff like this back decades ago.

 

Your drawings were good, and we want you around.

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