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Some loading screens for LN...


José Pereira

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I recently started (RE-STASTRTED ?) Last Ninja thinkings...

Lets say I found some 'ways of' but by now have not it prepared to show and may take a while.

 

Lets just focus on the loading screen(s) for a start...

C64 use the face on the playing area part that, to be honest I don't like.

And on A8 it could or not be because will need DLIs and better not to be shown while loading that was the reason for me to create this topic:

 

So C64 as is:

170308.png.d54105e69b3c66395f6ed92d9eebf5ed.png

This is the main game and for the first level THE WASTELANDS (it don't show it and we just start playing after the load).

Then it 'cuts of' the THE - LAST and NINJA to display the next levels names like this one for the DUNGEONS level:

1266644004_LastNinja_THEDUNGEONSloading.png.716550f1c2fc5fa641f8dc8f53f94d95.png

 

So what I'm now showing is on A8 what could be like:

-> Top: THE - LAST or LOADING is in hi-res GR.8 Bitmap mode;

-> Middle face is in Bitmap mode but GR.15.

-> Bottom is in Charmode so is GR.12 and you can have any colour as PF3 so change level to level load tah I got the font (and have some free chars to even had some more punctuation?) and was from NES that automaticall turned into 2:1 ratio seems exactly like the C64 one:

1239085692_NESfont2x1.png.0713c73d88cba3be1c49c1c1ee8d3427.png

 

539348843_TheLastNinjaloading_withall_usingoriginallogoletters.png.191e2d524e47b35f497307917ab5c63b.png

 

1247203142_TheLastNinjaloading_withall_THEWASTELANDS.png.07ddccbf06cbbd6d52d93071583afc17.png

 

973645131_TheLastNinjaloading_withall_THEWILDERNESS.png.812684049ff4b029337183d8faca9cf1.png 

 

1678670016_TheLastNinjaloading_withall_THEPALACEGARDENS.png.c9c886ddac888e47048d0eba11673c27.png 

 

1297169604_TheLastNinjaloading_withall_THEDUNGEONS.png.6a0cab1cdb548c53ca10310de3579047.png 

 

316380186_TheLastNinjaloading_withall_THEPALACE.png.9cffb0f95a0e54ab3ffb7829b78ec301.png

 

945814703_TheLastNinjaloading_withall_THEINNERSANCTUM.png.be9e87bb67f4e239c02a9d0b005c000c.png

This colours for the levels are more or less the ones I found more related to each level's gfxs and lookings...

I'm also presentin THE WASTELANDS in case would be possible at a certain part of the laoding 'cut off' NINJA and continue last part showing the 1st level game's name.

 

Will see when I have some time to next show you my idea for the game itself.

Also my today's created topic is, of course, related to LN and to have music while loading like the C64: 

 

P.s.- On his face the PMGs are used (again with no DLIs) to give the blue and green on the eyes.

?

 

Edited by José Pereira
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From the loading and music topic:

Quote

Just received a message that a friend here posted this so think is answered:

Quote

I will use some simplification: it depends from which device you will charge,
- for standard Peripheral devices: it will be two channels
- for devices like Cartridge and Parallel devices: four channels
- for modified devices connected through the SIO connector it may be three channels - this requires a connection with a specific speed that is not supported by any of the current devices on the market

So we can count on a normal tape or drive recorders (original own Atari back then) for just 2channels 8bit or just 1 if in 16bit, right?

 

So having a music without using the 2nd track of the tape maybe very difficult to get anyhting good as C64?

And goes the same for the disc drive?

 

P.s.- Would be curious anyone here with some time trying to resemble those C64 tunes in just 2channels 8bit or 1 16bit... Impossible?

Thanks.

?

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  • 4 weeks later...

Ok so I got the hi-res font that is in-use on LN3 so it can be used for all LNs Loading screens (as also a possible LN3 like on C64 credits screens (still missing F and Q and think also - because I couldn't stop YouTube video(s) when they're shown but you get it):

517849034_LN3font.png.2aab618ead881283e79701eb7b1aff71.png

 

And the previously 2:1 ratio that is in-use on the Loading screens for LN1 and LN2:

2064902770_LNLevel2x1font.png.a661f12252277eb4a6e485cca337c236.png

 

So this way we'll have while loading things as before:

-> Hi-res top as GR.8 Bitmap mode;

-> Med-res middle in Bitmap mode Gr.15 (with PMGs to add some more colours);

-> Med-res bottom in Char mode GR.12;

 

1076266755_TheLastNinjaloading.png.d9763ccdc9cf0fca68566df6263d2b75.png

The Last Ninja loading.xex

195062277_TheLastNinjaloadingTHEWASTELANDS.png.16ac1d58d484dfdd93c359a96d610d32.png

The Last Ninja loading THE WASTELANDS.xex

1323357187_TheLastNinjaloadingTHEWILDERNESS.png.9ea9f218c8cf97dd2d2a621600cff065.png

The Last Ninja loading THE WILDERNESS.xex

416584829_TheLastNinjaloadingTHEPALACEGARDENS.png.67cee6227e70497b6fb471f8a75d17df.png

The Last Ninja loading _with all _THE PALACE GARDENS.xex

1927859736_TheLastNinjaloadingTHEDUNGEONS.png.fd4d4baf9f5e4a401a69d6306d8d944d.png

The Last Ninja loading _with all _THE DUNGEONS.xex

220543149_TheLastNinjaloadingTHEPALACE.png.6f95d715153dfb81d6a32f1c3fc37526.png

The Last Ninja loading _with all _THE PALACE.xex

2004244249_TheLastNinjaloadingTHEINNERSANCTUM.png.59c24c8e396cae8628f02229355c68fa.png

The Last Ninja loading _with all _THE INNER SANCTUM.xex

Edited by José Pereira
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1 hour ago, Wrathchild said:

How are changing the level text colour?

Simple... is explained on my first post... 

Only levels names are in Charmode so that is PF3 changing color to the wanted one level to level (there's no PF3 on the other zones).

Edited by José Pereira
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  • 2 weeks later...
On 1/4/2022 at 4:01 PM, José Pereira said:

Ok so I got the hi-res font that is in-use on LN3 so it can be used for all LNs Loading screens (as also a possible LN3 like on C64 credits screens (still missing F and Q and think also - because I couldn't stop YouTube video(s) when they're shown but you get it):

517849034_LN3font.png.2aab618ead881283e79701eb7b1aff71.png

 

And the previously 2:1 ratio that is in-use on the Loading screens for LN1 and LN2:

2064902770_LNLevel2x1font.png.a661f12252277eb4a6e485cca337c236.png

 

So this way we'll have while loading things as before:

-> Hi-res top as GR.8 Bitmap mode;

-> Med-res middle in Bitmap mode Gr.15 (with PMGs to add some more colours);

-> Med-res bottom in Char mode GR.12;

 

1076266755_TheLastNinjaloading.png.d9763ccdc9cf0fca68566df6263d2b75.png

The Last Ninja loading.xex 7.71 kB · 6 downloads

195062277_TheLastNinjaloadingTHEWASTELANDS.png.16ac1d58d484dfdd93c359a96d610d32.png

The Last Ninja loading THE WASTELANDS.xex 7.74 kB · 4 downloads

1323357187_TheLastNinjaloadingTHEWILDERNESS.png.9ea9f218c8cf97dd2d2a621600cff065.png

The Last Ninja loading THE WILDERNESS.xex 7.74 kB · 4 downloads

416584829_TheLastNinjaloadingTHEPALACEGARDENS.png.67cee6227e70497b6fb471f8a75d17df.png

The Last Ninja loading _with all _THE PALACE GARDENS.xex 7.74 kB · 0 downloads

1927859736_TheLastNinjaloadingTHEDUNGEONS.png.fd4d4baf9f5e4a401a69d6306d8d944d.png

The Last Ninja loading _with all _THE DUNGEONS.xex 7.74 kB · 0 downloads

220543149_TheLastNinjaloadingTHEPALACE.png.6f95d715153dfb81d6a32f1c3fc37526.png

The Last Ninja loading _with all _THE PALACE.xex 7.74 kB · 0 downloads

2004244249_TheLastNinjaloadingTHEINNERSANCTUM.png.59c24c8e396cae8628f02229355c68fa.png

The Last Ninja loading _with all _THE INNER SANCTUM.xex 7.74 kB · 0 downloads

I asked @Albert to give me permission to edit this post so now all game images have the correspondant .xex but the idea is still exactly as was before.

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Now please read this before the next post:

Quote

Here you see the idea of the intro for LN1. The credits here show HOAXERS TEAM but never I contavted the other members and I'm only using it to show the idea and just because I had it on here because of the Wonderboy game.

So no expectactions and will follow this same method next to show similar intro for LN2  (with some obviously different screens)...

Thanks.

?

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This is how it'll look like using my idea for the game first block loader (all on the .gif are real A8 and already done):

-> show some text and credits;

then:

-> show the screen and it'll be present while loading the main game code;

176277811_LN1gif.gif.01bd277c81de4ab7848840a262cbcceb.gif

 

P.s.- And because you see that date is 2020 and if so you'll already had the game to play ?!...

 

?

Edited by José Pereira
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LN2 credits and loading screen following same order/idea so no DLIs and it can be shown without problems during the loading process):

 

1628094779_LN2gif.gif.4245c021b15d11d6c7a8fae94aa68df6.gif

Loading screen at the final is all Antic4 charmode less the bottom part of 2 that is in bitmap mode so:

BAK: black;

PF0: dark red;

PF1: white;

PF2: gray;

PF3: pale green;

(PM0&1 for red and PM2&3 for light red/pink on the X above SYSTEM 3) 

Edited by José Pereira
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  • 2 weeks later...
On 1/17/2022 at 4:43 PM, José Pereira said:

So this way we'll have while loading things as before:

-> Hi-res top as GR.8 Bitmap mode;

-> Med-res middle in Bitmap mode Gr.15 (with PMGs to add some more colours);

-> Med-res bottom in Char mode GR.12;

and this:

On 1/4/2022 at 5:32 PM, José Pereira said:
On 1/4/2022 at 4:17 PM, Wrathchild said:

How are changing the level text colour?

Simple... is explained on my first post... 

Only levels names are in Charmode so that is PF3 changing color to the wanted one level to level (there's no PF3 on the other zones).

Here's one of the LN2 levels loadind screen (so rule is always the same as before on LN1):

1311587121_TheLastNinja2loadingTHESEWERS.png.94cc4c6dd1935d196ccacd8903d09d60.png

The Last Ninja 2 loading THE SEWERS.xex

 

So is simple PFs + PMGs to have some aditional colour(s) and it can be used while loading:

1907918948_TheLastNinja2loadingTHESEWERS_onlyPFs.png.438c2949bd7427c978c06f4f11ef70dc.png+975928088_TheLastNinja2loadingTHESEWERS_onlyPMGs.png.f2110890e1117ddbf55d861fa7ad3724.png

Unlike C64 the water is coloured just because I had 2PMGs not used and thought a 'kind of dirty and smelly water' would look good ?.

?

 

Will post the others as soon as possible to finally move on to in-game and post what's my idea for the Last Ninja game(s)...

?

Edited by José Pereira
Image from Altirra don't show the coloured water because to save it. Can't now so to see please download the .xex, thanks.
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