skywaffle Posted September 26, 2019 Share Posted September 26, 2019 Here is another that people might find amusing. Again far from functional, but still a neat proof of concept of Megaman 2 on the Intellivision.. I haven't poured any work into this since February, but still wonder about going back to it. The source is also included. mm2test7.zip 4 Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted September 26, 2019 Share Posted September 26, 2019 (edited) Wow, thanks for sharing! Will be studying how you do all those background animations. Question: are you doing sprite multiplexing for those spikes that fall? Edited September 26, 2019 by cmadruga Quote Link to comment Share on other sites More sharing options...
skywaffle Posted September 27, 2019 Author Share Posted September 27, 2019 Sorry the code is likely not commented too well. I just try to learn as I go. The background animations are done by updating a few grams on odd frames (using a counter variable), and using define with the varptr function. The grams being defined are also tied to a variable that increases, so a larger amount get updated over so many frames. The sprites are multiplexed for the spikes, to try to work around the sprite limitations. I also had shots multiplexed for the same reason. Quote Link to comment Share on other sites More sharing options...
skywaffle Posted July 9, 2020 Author Share Posted July 9, 2020 (edited) I was playing around with this again, and been trying to wrap my mind around how I could fade out a screen. In the NES game, there is an area that smoothly darkens the screen to blackness, and lights back up when a torch enemy appears (albeit faster and smoother than what I had come up with). I gave up trying to work color stack, as it just doesn't seem very doable with a scrolling screen. My solution was to use an array and read one gram from the stage bitmaps and OR it against a dithered fade pattern, and once every stage gram is redefined, I advance to another more aggressive pattern. I thought it was kind of cool, so I attached the binary and config file if anyone wanted to check it out. If you press 7 on controller 2, it will turn off the cycling. 8 will set the screen to fade out, 9 will set the screen to fade in. mm2test14.binmm2test14.cfg Edited July 9, 2020 by skywaffle 4 1 Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted July 9, 2020 Share Posted July 9, 2020 Clever trick and nice visual effect! 1 Quote Link to comment Share on other sites More sharing options...
skywaffle Posted July 9, 2020 Author Share Posted July 9, 2020 1 hour ago, cmadruga said: Clever trick and nice visual effect! Thank you! I will probably try to speed it up some, I am only defining one gram per frame, but could use 8 16 bit variables and do two. I tend to use most 16 bit variables for temporary use anyways, so I would just have to rename all my others. This would be a perfect effect for a Life Force clone (the first boss is revealed through a similar background dissolve). 1 Quote Link to comment Share on other sites More sharing options...
+nanochess Posted July 9, 2020 Share Posted July 9, 2020 5 hours ago, skywaffle said: I was playing around with this again, and been trying to wrap my mind around how I could fade out a screen. In the NES game, there is an area that smoothly darkens the screen to blackness, and lights back up when a torch enemy appears (albeit faster and smoother than what I had come up with). I gave up trying to work color stack, as it just doesn't seem very doable with a scrolling screen. My solution was to use an array and read one gram from the stage bitmaps and OR it against a dithered fade pattern, and once every stage gram is redefined, I advance to another more aggressive pattern. I thought it was kind of cool, so I attached the binary and config file if anyone wanted to check it out. If you press 7 on controller 2, it will turn off the cycling. 8 will set the screen to fade out, 9 will set the screen to fade in. mm2test14.bin 71.05 kB · 5 downloads mm2test14.cfg 292 B · 5 downloads Couldn't resist making a video of it 6 1 Quote Link to comment Share on other sites More sharing options...
First Spear Posted September 11, 2020 Share Posted September 11, 2020 On 7/9/2020 at 2:27 PM, skywaffle said: Thank you! I will probably try to speed it up some, I am only defining one gram per frame, but could use 8 16 bit variables and do two. I tend to use most 16 bit variables for temporary use anyways, so I would just have to rename all my others. This would be a perfect effect for a Life Force clone (the first boss is revealed through a similar background dissolve). Can you show a sample with just a few tiles? I am not getting the concept of the OR with your bitmaps. But I do like it! Quote Link to comment Share on other sites More sharing options...
skywaffle Posted September 11, 2020 Author Share Posted September 11, 2020 Hello. Attached is an example. This one uses AND, however, changing to OR works if you are using background colors as the primary colors in the tile with black as a foreground color. Press up or down to fade in / out. tile_dissolve.bas 2 Quote Link to comment Share on other sites More sharing options...
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