Mq. Posted April 4, 2020 Share Posted April 4, 2020 Excellent! 1 Quote Link to comment Share on other sites More sharing options...
TheNameOfTheGame Posted April 4, 2020 Share Posted April 4, 2020 3 hours ago, rensoup said: New assets are in... and changes are being made to them! ...In the meantime, let's introduce the shadowman and the palace level! Sweet! 1 Quote Link to comment Share on other sites More sharing options...
Faicuai Posted April 4, 2020 Share Posted April 4, 2020 4 hours ago, rensoup said: New assets are in... and changes are being made to them! ...In the meantime, let's introduce the shadowman and the palace level! That's God-damn beautiful work, there. Just make sure you are not sourcing that hue from $E0 or $F0 bands, as they will render greenish on modern NTSC decode. Should be $01 / $02, hopefully, with proper calibration on our end. 1 Quote Link to comment Share on other sites More sharing options...
rensoup Posted April 5, 2020 Author Share Posted April 5, 2020 (edited) 18 hours ago, Faicuai said: That's God-damn beautiful work, there. Just make sure you are not sourcing that hue from $E0 or $F0 bands, as they will render greenish on modern NTSC decode. Should be $01 / $02, hopefully, with proper calibration on our end. Thanks! Didn't know about the E0 F0 bands, I was thinking about using a different palette for the NTSC version anyway (not for the next build though) because when switching to NTSC in Altirra the result isn't too pleasing. Would a custom NTSC palette could improve things ? Edited April 5, 2020 by rensoup Quote Link to comment Share on other sites More sharing options...
Faicuai Posted April 5, 2020 Share Posted April 5, 2020 4 minutes ago, rensoup said: Thanks! Didn't know about the E0 F0 bands, I was thinking about using a different palette for the NTSC version anyway (not for the next build though) because when switching to NTSC in Altirra the result isn't too pleasing. Would a custom NTSC palette could improve things ? If we adjust HUE(on CRT, or LCD) or PHASE (on video processor) by retarding it just a bit, to make look $01-hue GOLDEN (not parrot-green), you will be able to safely source those colors from $01-$02 hue bands. Guaranteed. So that means no special or custom NTSC-palette. If you would like to send me a .XEX with that screen above, I will render it here on real HW and post ACTUAL captures from screen, so you can see how it looks. This palette should work (and works very well for legacy titles, too): Cheers! 1 Quote Link to comment Share on other sites More sharing options...
rensoup Posted April 5, 2020 Author Share Posted April 5, 2020 11 minutes ago, Faicuai said: So that means no special or custom NTSC-palette. If you would like to send me a .XEX I'm a bit surprised that no custom is needed but sure, let's discuss ths in PM! Quote Link to comment Share on other sites More sharing options...
rensoup Posted April 5, 2020 Author Share Posted April 5, 2020 Soooo, here it is... A new 5 Level demo! In this build: -TIX's fully redone Prince animations with the sword and the main guard fully animated in 5 colors! -new tunes by Vinscool and Miker -sfx by Miker and Makary -fixed slide bug by XXL -5 levels, including 2 palace levels. Each level is fully playable but the game stops once you take the exit door (still need to make some space for the cutscene code!) -improved frame rate Spread the news but please don't make local copies of the ATR on other websites but rather link to the 1st post of the thread on AtariAge Get it here: (first post of this thread) 15 10 Quote Link to comment Share on other sites More sharing options...
ilmenit Posted April 5, 2020 Share Posted April 5, 2020 (edited) 8 minutes ago, rensoup said: Soooo, here it is... A new 5 Level demo! In this build: -TIX's fully redone Prince animations with the sword and the main guard fully animated in 5 colors! -new tunes by Vinscool and Miker -sfx by Miker and Makary -fixed slide bug by XXL -5 levels, including 2 palace levels. Each level is fully playable but the game stops once you take the exit door (still need to make some space for the cutscene code!) -improved frame rate Spread the news but please don't make local copies of the ATR on other websites but rather link to the 1st post of the thread on AtariAge Get it here: (first post of this thread) Amazing! Cannot believe how beautiful and fluent this preview is. Do you think masking of PMG is doable without big impact on the game's performance nor big increase of memory use? Edited April 5, 2020 by ilmenit 3 Quote Link to comment Share on other sites More sharing options...
zbyti Posted April 5, 2020 Share Posted April 5, 2020 Really impressive. Best 8-bit version so far! 2 Quote Link to comment Share on other sites More sharing options...
rensoup Posted April 5, 2020 Author Share Posted April 5, 2020 17 minutes ago, ilmenit said: Amazing! Cannot believe how beautiful and fluent this preview is. Do you think masking of PMG is doable without big impact on the game's performance nor big increase of memory use? ? I mentioned masking a while back but haven't really looked at it since then. It shouldn't be a complicated problem compared to all those I already faced. If I can use PMGs under the PF, it's quite easy but not 100% perfect because the foreground uses color 0 so the PMGs will still show through some brick cracks. All I have to do is mask the background to cut holes where the PMGs are visible then plot the foreground on top. Not terribly expensive either. I haven't looked at PMG priorities in a while so I'm not even sure you can have all 4 PMGs under the PF ? then what happens with missile priorities ? A side effect of using 5th player mode is that (I think) missiles will always be on top of PF! They're used for the torches yet you can see that the player is in front because I masked the torches with the screen content. If I have to use PMGs on top of PF, it's a bit more tricky but it works 100%. One problem is that I don't double buffer the PMG area, so I update it at the top of the VBL (every time a new screen is drawn so once every 3-7 frames), it's fine in PAL but just on the edge of missing DLis on NTSC. So I'd probably have to look for 2KB of free space before trying this. As for masking the PMGs themselves... depends if you can mask them fast or not... only one object can be in front each PMG and the PMGs are small so it may not be too bad So I don't think it'll have a big impact but it may be another big job. Quote Link to comment Share on other sites More sharing options...
tjlazer Posted April 6, 2020 Share Posted April 6, 2020 Blown away! Tested it out with Atari800WinPlus4 and it runs great. Will have to write it to a disk and try it out on my NTSC 130XE, but I noticed the sound is not working right and fight scene flickers bad. Must be due to this not being the NTSC version. Amazing job, keep it up! 2 Quote Link to comment Share on other sites More sharing options...
Jacques Posted April 6, 2020 Share Posted April 6, 2020 (edited) This is amazing, thanks for a great 5-level gift! This demo looks incredible, but the sounds and music are very good fit, too - it all became more "alive" and feels like breakthrough moment for A8 is just around the corner with full game Edited April 6, 2020 by Jacques 3 Quote Link to comment Share on other sites More sharing options...
rensoup Posted April 6, 2020 Author Share Posted April 6, 2020 3 hours ago, tjlazer said: Blown away! Tested it out with Atari800WinPlus4 and it runs great. Will have to write it to a disk and try it out on my NTSC 130XE, but I noticed the sound is not working right and fight scene flickers bad. Must be due to this not being the NTSC version. Amazing job, keep it up! Good to know it works on Atari800W! I didn't test NTSC this time and I think I pushed the PMG update in the VBi a bit too far. I'm going to try to find a possible hack for NTSC users... 1 Quote Link to comment Share on other sites More sharing options...
rensoup Posted April 6, 2020 Author Share Posted April 6, 2020 I just noticed that I might have left the player max life cheat on ? ? 2 1 2 Quote Link to comment Share on other sites More sharing options...
xxl Posted April 6, 2020 Share Posted April 6, 2020 18 minutes ago, rensoup said: I just noticed that I might have left the player max life cheat on ? and good, a light privilege will be useful because I don't move so briskly and I don't jump like in 1989: D 3 3 Quote Link to comment Share on other sites More sharing options...
pusakat Posted April 6, 2020 Share Posted April 6, 2020 40 minutes ago, rensoup said: I just noticed that I might have left the player max life cheat on ? ? Player also starts out with a sword. IIRC, player should retrieve the sword on level one before attempting to duel with the guard before the right-most room of the level leading to the exit. 1 Quote Link to comment Share on other sites More sharing options...
rensoup Posted April 6, 2020 Author Share Posted April 6, 2020 Alright, I took a look at the NSTC version... should have done that yesterday really ? Turns out that because of the frame skip to play at the same speed as the Pal version, the game plays the tune for a single frame then stops it! As for the reason for flickering which I explained above... I was able to move some of the flame update code outside the VBi, which seems to be enough to fix the issue. A 5 min job! So I'm going to add that update to the first post... it's the same version as yesterday minus the life and sword cheat on! (hopefully ?) 3 2 Quote Link to comment Share on other sites More sharing options...
Jetboot Jack Posted April 6, 2020 Share Posted April 6, 2020 Just played the latest version - OUTSTANDING, just marvellous - looks, plays and sounds INCREDIBLE!!! sTeVE 2 Quote Link to comment Share on other sites More sharing options...
TheNameOfTheGame Posted April 6, 2020 Share Posted April 6, 2020 Wonderful and amazing! Can't say enough, but thanks to the whole team making this a reality. 2 Quote Link to comment Share on other sites More sharing options...
Lastic Posted April 6, 2020 Share Posted April 6, 2020 15:30 finished teleworking and having a blast on my U1MB 130XE , equipped with Sophia DVI , the graphics wow, music/sfx ,speed, everything wow. Nice job everybody who made this possible up to these 5 levels so far. 1 Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted April 6, 2020 Share Posted April 6, 2020 (edited) @rensoup, preliminary report. 130XE stock, real hardware... No title screen - orange line moves across screen during load - level one text appears + press return to start level + rooms are rendered in slate blue for first level pressure plates work + moves work + traps work + our prince is mostly white ~ flame color is close to what it should be ~ I came equipped with a sword and didn't pick it up yet - found sword with glimmer + was able to take sword + game play is very nice flicker during fight - was able to open door + crash going up the stairs to next level - NTSC summary, colors are off, should not have blade until picked up, flicker is result of flames possibly(move code), crash at change of level. All else is incredible, great stuff! Edited April 6, 2020 by _The Doctor__ 4 Quote Link to comment Share on other sites More sharing options...
rensoup Posted April 6, 2020 Author Share Posted April 6, 2020 (edited) 29 minutes ago, _The Doctor__ said: @rensoup, preliminary report. Thanks, some of the things you mention are obviously WIP but it looks like you haven't tried the ntsc fixed build yet ? Edited April 6, 2020 by rensoup grammar Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted April 6, 2020 Share Posted April 6, 2020 (edited) nope, didn't have NTSC fix at the time, but I do now. for those testing space levels up g levels down return selects. @rensoup 130XE stock, real hardware, using RespeQT as drive 1... Level 1 NTSC Build No title screen - orange line moves across screen during load - level one text appears + can select levels (Spacebar/G/Return) + rooms are rendered in slate blue for first level sound triggers and music working + pressure plates work + moves work + traps work + our prince has flesh + flame color is close to what it should be ~ health and death are working + potion working + found sword with glimmer + was able to take sword + game play is very nice Must have sword for fight + NO flicker during fight + was able to open door + status etc is given after walk up stairs + *crash going up the stairs to next level -* *crash at death and not hitting anything to continue etc.* verified don't press action key results in crash after a few moments Could use a little more blood at death excellent progress! Edited April 6, 2020 by _The Doctor__ Quote Link to comment Share on other sites More sharing options...
pusakat Posted April 6, 2020 Share Posted April 6, 2020 1 hour ago, rensoup said: So I'm going to add that update to the first post... it's the same version as yesterday minus the life and sword cheat on! (hopefully ?) Astounding work, really! Thank you for continuing to work on this beautiful game. 1 Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted April 6, 2020 Share Posted April 6, 2020 other than the what I have gone back and added to this report, https://atariage.com/forums/topic/298914-unicorns-season-prince-of-persia-for-the-a8/?do=findComment&comment=4502332 I must say having worked through most of the levels that the game play is *very* good ! The difficulty ramps up as it should as does the impact of fighting and tasks. As I look at this fine piece of coding I can't help but think how many other pieces of software could be remade from this beautiful work. Fluid and efficient at this stage, I'm grinning' 2 Quote Link to comment Share on other sites More sharing options...
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