José Pereira Posted December 2, 2021 Share Posted December 2, 2021 (edited) 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: 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: 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: 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 December 2, 2021 by José Pereira 10 Quote Link to comment Share on other sites More sharing options...
José Pereira Posted December 2, 2021 Author Share Posted December 2, 2021 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. ? Quote Link to comment Share on other sites More sharing options...
Mclaneinc Posted December 2, 2021 Share Posted December 2, 2021 Looking very nice Jose.. 1 Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted December 2, 2021 Share Posted December 2, 2021 Load from cart... problem avoided. 1 1 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted December 3, 2021 Share Posted December 3, 2021 Reminds me of the first Graph2Font picture I ever did. [Edit] Weird... it doesn't seem to show the gray around the right eye now, for some reason. I'll have to look at it (hence proving it was my first outing... haha). 1 Quote Link to comment Share on other sites More sharing options...
+Stephen Posted December 3, 2021 Share Posted December 3, 2021 3 hours ago, Wrathchild said: Load from cart... problem avoided. I thought the new modern trend, was single speed SIO only? Or for the brave, wonderful old 600 baud from tape! 2 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted December 6, 2021 Share Posted December 6, 2021 On 12/2/2021 at 8:02 PM, MrFish said: [Edit] Weird... it doesn't seem to show the gray around the right eye now, for some reason. I'll have to look at it (hence proving it was my first outing... haha). Fixed the missing gray problem. Last Ninja.xex 4 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted December 6, 2021 Share Posted December 6, 2021 Here's a PAL version, if anybody cares. Last Ninja (PAL).xex 5 Quote Link to comment Share on other sites More sharing options...
José Pereira Posted January 4, 2022 Author Share Posted January 4, 2022 (edited) 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): And the previously 2:1 ratio that is in-use on the Loading screens for LN1 and LN2: 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; The Last Ninja loading.xex The Last Ninja loading THE WASTELANDS.xex The Last Ninja loading THE WILDERNESS.xex The Last Ninja loading _with all _THE PALACE GARDENS.xex The Last Ninja loading _with all _THE DUNGEONS.xex The Last Ninja loading _with all _THE PALACE.xex The Last Ninja loading _with all _THE INNER SANCTUM.xex Edited January 17, 2022 by José Pereira 2 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 4, 2022 Share Posted January 4, 2022 reminds me my rastaconverted one... 1 Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted January 4, 2022 Share Posted January 4, 2022 15 minutes ago, José Pereira said: Med-res bottom in Char mode GR.12; How are changing the level text colour? Quote Link to comment Share on other sites More sharing options...
José Pereira Posted January 4, 2022 Author Share Posted January 4, 2022 (edited) 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 January 4, 2022 by José Pereira 1 Quote Link to comment Share on other sites More sharing options...
José Pereira Posted January 17, 2022 Author Share Posted January 17, 2022 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): And the previously 2:1 ratio that is in-use on the Loading screens for LN1 and LN2: 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; The Last Ninja loading.xex 7.71 kB · 6 downloads The Last Ninja loading THE WASTELANDS.xex 7.74 kB · 4 downloads The Last Ninja loading THE WILDERNESS.xex 7.74 kB · 4 downloads The Last Ninja loading _with all _THE PALACE GARDENS.xex 7.74 kB · 0 downloads The Last Ninja loading _with all _THE DUNGEONS.xex 7.74 kB · 0 downloads The Last Ninja loading _with all _THE PALACE.xex 7.74 kB · 0 downloads 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. Quote Link to comment Share on other sites More sharing options...
José Pereira Posted January 17, 2022 Author Share Posted January 17, 2022 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. ? Quote Link to comment Share on other sites More sharing options...
José Pereira Posted January 17, 2022 Author Share Posted January 17, 2022 (edited) 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; P.s.- And because you see that date is 2020 and if so you'll already had the game to play ?!... ? Edited January 17, 2022 by José Pereira 4 Quote Link to comment Share on other sites More sharing options...
José Pereira Posted January 18, 2022 Author Share Posted January 18, 2022 (edited) LN2 credits and loading screen following same order/idea so no DLIs and it can be shown without problems during the loading process): 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 January 18, 2022 by José Pereira 2 Quote Link to comment Share on other sites More sharing options...
José Pereira Posted January 18, 2022 Author Share Posted January 18, 2022 Nesx will do the loading screens for the different LN2 stages the same way as for LN1 so that can be also seen while loading. They'll be the ones C64 uses but again without the status lines/panel(s). Like this one for the Central Park: Until then... ? 3 Quote Link to comment Share on other sites More sharing options...
José Pereira Posted January 31, 2022 Author Share Posted January 31, 2022 (edited) 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): 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: + 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 January 31, 2022 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. 1 Quote Link to comment Share on other sites More sharing options...
José Pereira Posted February 1, 2022 Author Share Posted February 1, 2022 It wasn't showing the real image from the .xex (missing the water colourings): 1 Quote Link to comment Share on other sites More sharing options...
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