Atariboy2600 Posted December 21, 2006 Share Posted December 21, 2006 Heres some idea games to see in there color sprites. Kangaroo. Dig-Dug. Mario Brothers. Crazy Climber. Pac-Man. Ms.Pac-Man Moon Patrol. Xenophobe. Ready... GO! Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted December 22, 2006 Author Share Posted December 22, 2006 You are now my new god (trashing my crappy sprites in the can) No man, its just experience, I'm not professional spriter, but I like to draw in pixels, I have a long experience (my first pixel art was made in 1992, using a 286 pc, with a program named PM editor - black and white ) About your sugestions, sorry but I'm very busy understanding the interlacing code, for exemple, with interlacing is possible draw that rider from return of jedi using that numbers of colors! (except for grey scale)... But I'll try edit others sprites. 1 Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted December 23, 2006 Author Share Posted December 23, 2006 Finally my interlacing stile demo. But this demo fail I create this demo for show digitalized label arts in atari 2600 hardware. After image resize, its lost 90% of resolution. I getting sad with results, and stop this demo... Show only 2 images, Vanguard and Enduro... but with poor resolution. Press button to change. Anyway this show the power of interlacing rgb+grey, aditting grey you increase the numbers of colors, in Enduro is better. But the flicker is more perceptive. Don't look much time, may hurt yours eyes. I'm not kidding, in television don't have problem, becouse you get a save distance, and televisions mix better the colors. Ok I will stop to make demos, and start to program my first game. label_art.bin 1 Quote Link to comment Share on other sites More sharing options...
Bakasama Posted December 23, 2006 Share Posted December 23, 2006 @Atariboy2660 You think with this technique that your proposed Kangroo game might be doable now Quote Link to comment Share on other sites More sharing options...
djmips Posted December 23, 2006 Share Posted December 23, 2006 You should dig up some of A Davies demos from yesteryear. Keyword chronocolour Quote Link to comment Share on other sites More sharing options...
Atariboy2600 Posted December 23, 2006 Share Posted December 23, 2006 Finally my interlacing stile demo. But this demo fail I create this demo for show digitalized label arts in atari 2600 hardware. After image resize, its lost 90% of resolution. I getting sad with results, and stop this demo... Show only 2 images, Vanguard and Enduro... but with poor resolution. Press button to change. Anyway this show the power of interlacing rgb+grey, aditting grey you increase the numbers of colors, in Enduro is better. But the flicker is more perceptive. Don't look much time, may hurt yours eyes. I'm not kidding, in television don't have problem, becouse you get a save distance, and televisions mix better the colors. Ok I will stop to make demos, and start to program my first game. I cant run any emulators can you make a screen shots? Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted December 24, 2006 Author Share Posted December 24, 2006 Atariboy, this run in z26 and stella... I ca't take snapshot, becouse its uses interlaced lines... Try donwload again the emulators... I forgot yours sprites, mario bros, kangaroo, xenophobe and tiny toons here : sprites.bin 1 Quote Link to comment Share on other sites More sharing options...
Atariboy2600 Posted December 24, 2006 Share Posted December 24, 2006 I cant use any emulators cuase Im on linux and I had not played any emulators for years But thansk^_^ Quote Link to comment Share on other sites More sharing options...
+stephena Posted December 24, 2006 Share Posted December 24, 2006 I cant use any emulators cuase Im on linux and I had not played any emulators for years But thansk^_^ Stella is available for Linux; in fact, it's the premiere platform for it. I use Linux exclusively, and develop Stella in Linux as well. There was just a new release (2.3) made yesterday. Quote Link to comment Share on other sites More sharing options...
Atariboy2600 Posted December 24, 2006 Share Posted December 24, 2006 I cant use any emulators cuase Im on linux and I had not played any emulators for years But thansk^_^ Stella is available for Linux; in fact, it's the premiere platform for it. I use Linux exclusively, and develop Stella in Linux as well. There was just a new release (2.3) made yesterday. Yea heres the funny thing, I dont know how to use linux, it was install by my friend so I dont get any bugs or crashs but at the same time he cant fine the right program for this tipe of linux so far Im using Debian to browseing here. Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted December 24, 2006 Author Share Posted December 24, 2006 (edited) I had a linux about 2 years ago, with KDE interface... You need type in command shell the name of executable like prompt-msdos but I don't remember the correct command... Here's a source image, lacks the tiny toon character. Merry xmas for all! Edited December 24, 2006 by LS_Dracon 1 Quote Link to comment Share on other sites More sharing options...
Atariboy2600 Posted December 24, 2006 Share Posted December 24, 2006 I had a linux about 2 years ago, with KDE interface... You need type in command shell the name of executable like prompt-msdos but I don't remember the correct command... Here's a source image, lacks the tiny toon character. Merry xmas for all! Wow thanks and they looks sooo GOOD I really hope you will do some real gamning programing to show the real power of the 2600 can do Quote Link to comment Share on other sites More sharing options...
+stephena Posted April 7, 2008 Share Posted April 7, 2008 The "split" in Stella seems to be due to a bug with RIOT emulation, i.e. the horizontal positioning uses the RIOT timer (TIM1T). Wow, talk about reviving an old thread I've recently looked into this, and Batari is correct; the RIOT timer emulation isn't working correctly. I've fixed it for the next release, and now this ROM is showing up fine. Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted April 7, 2008 Author Share Posted April 7, 2008 (edited) Stephena, I was too newbie in that time, and don't know how to repositioning objects using a good code, so I use TIM1T in a loop, if INTIM then RESP0. Weird, I know ... Where's AtariBoy? I never saw him again... Edit : Here's the splitted DK sprite, for you test. dk_sprite_demo.bin Edited April 7, 2008 by LS_Dracon 1 Quote Link to comment Share on other sites More sharing options...
espire8 Posted April 7, 2008 Share Posted April 7, 2008 Where's AtariBoy? I never saw him again...He's around somewhere. I pm'ed him so I think he'll show up here soon. Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted April 7, 2008 Author Share Posted April 7, 2008 Thanks Espire. 1 Quote Link to comment Share on other sites More sharing options...
+stephena Posted April 7, 2008 Share Posted April 7, 2008 Stephena, I was too newbie in that time, and don't know how to repositioning objects using a good code, so I use TIM1T in a loop, if INTIM then RESP0.Weird, I know Well, from my POV, it doesn't matter if your code was less efficient than it could be; it didn't work in Stella but did on a real system, so it's a bug. I don't judge peoples' code, only the results in the emulator Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted April 7, 2008 Author Share Posted April 7, 2008 (edited) Well, from my POV, it doesn't matter if your code was less efficient than it could be; it didn't work in Stella but did on a real system, so it's a bug. I don't judge peoples' code, only the results in the emulator Ok People, about DK, here's a new mockup I did some time ago. DK uses both sprites, it's impossible to display mario at same scanline, this is unique diference from original, the rest can be done exactly you see in this mockup. The plataform will be inclinated. I not forgot this project, one day I'll start it. Edited April 7, 2008 by LS_Dracon 1 Quote Link to comment Share on other sites More sharing options...
Atariboy2600 Posted April 8, 2008 Share Posted April 8, 2008 Well, from my POV, it doesn't matter if your code was less efficient than it could be; it didn't work in Stella but did on a real system, so it's a bug. I don't judge peoples' code, only the results in the emulator Ok People, about DK, here's a new mockup I did some time ago. DK uses both sprites, it's impossible to display mario at same scanline, this is unique diference from original, the rest can be done exactly you see in this mockup. The plataform will be inclinated. I not forgot this project, one day I'll start it. GOD Some one GOT to make this game! And not the Coleco way! Quote Link to comment Share on other sites More sharing options...
supercat Posted April 8, 2008 Share Posted April 8, 2008 DK uses both sprites, it's impossible to display mario at same scanline, this is unique diference from original, the rest can be done exactly you see in this mockup. The plataform will be inclinated. The barrel screen on Donkey Kong only makes "sense" if the girders are sloped. Things would be a lot easier and could be more colorful if the girders weren't sloped, but that would severely change the game aesthetic. Given a requirement for sloped girders, I think Mr. Kitchen's kernel is as good as one could reasonably hope for. Trading 30Hz flicker on the barrels for more barrels would have been a good trade, but maybe he wasn't supposed to have any flicker. Quote Link to comment Share on other sites More sharing options...
Ben_Larson Posted April 8, 2008 Share Posted April 8, 2008 LS: did you ever get a chance to redo the donkey kong demo using the venetian blinds (interlaced sprites) technique? I think this type of flicker might look better on a real TV. Another idea might even be to try venetian blinds without the flicker, i.e. just show one frame of the interlaced sprite all of the time - leaves a lot of 'blank space' but elminates flicker... Ben Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted April 8, 2008 Author Share Posted April 8, 2008 I think Mr. Kitchen's kernel is as good as one could reasonably hope for. Trading 30Hz flicker on the barrels for more barrels would have been a good trade, but maybe he wasn't supposed to have any flicker. Mr. Kitchen? I search it and found Pressure Cooker, is that? No problem for 30Hz flicker, as this game uses black background, will looks like the flames at Stay Frosty. 20 Hz is not pratical, so I need a code to keep 3 sprites at same scanline, mario and 2 enemies, something like berzerk, when the object moves, this force others object to go for diferent places. did you ever get a chance to redo the donkey kong demo using the venetian blinds (interlaced sprites) technique? I think this type of flicker might look better on a real TV. Another idea might even be to try venetian blinds without the flicker, i.e. just show one frame of the interlaced sprite all of the time - leaves a lot of 'blank space' but elminates flicker... Ben, I tried, and there's no diference in emulator, I don't know in real hardware. I'll code it again, for you compare. The Constant Interlaced lines maybe looks ugly, this technique is better for playfields like the JumpMan demo made by CyberGoth. 1 Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted April 10, 2008 Author Share Posted April 10, 2008 (edited) Ben, here's possible ways for draw DK. First at top, the fixed interlaced lines. Doesn't look bad was I think. Second, in middle, using venetian blinds And at bottom, normal sprites. I can't see difference betwen Venetian and "normal" flicker. What you think? 3dk.bin Edited April 10, 2008 by LS_Dracon 1 Quote Link to comment Share on other sites More sharing options...
Godzilla Posted December 23, 2012 Share Posted December 23, 2012 http://www.atariage.com/forums/topic/51052-seen-my-ol-donkey-kong-major-havoc-2600-mockups/page__hl__donkey+kong nice work! dk 2600 is growing all over the place Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted December 23, 2012 Author Share Posted December 23, 2012 (edited) Thnx. It's good to see talentous people working on new DK for 2600. I made this demo just to explore the Atari 2600 hardware while I was learning about it, never was my intention to release the game. I think I'm improving a little bit over the years, both, Atari 2600 programming and my english. Joe Musashi project is really interesting and I hope to se a finished product. Edited December 23, 2012 by LS_Dracon Quote Link to comment Share on other sites More sharing options...
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