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Well after getting sidetracked with animation for a few entries, it's back to some more on-topic stuff.Animation!...of Atari 2600 game sprites, that is. ;)I just sent off the first batch of exploding sprites to Manuel for Colony 7. I couldn't make huge, elaborate explosions due to the constraints, but I think what I came up with gets across the idea of stuff blowing apart pretty well.I'll also be working on some sprites for Chris' version of Juno First. This was a cool game I discovered while writing some reviews for Cinemarcade's "The Games That Time Forgot". Chris has made some great progress on the kernel already.The big project though, will be John's port of LadyBug. This is going to have a bunch of sprites in it. Here are some rips from the arcade game, to show you what I'll be dealing with...The LadyBug:ladybug_arcade.gifThe enemy bugs:bug1_arcade.gifbug2_arcade.gifbug3_arcade.gifbug4_arcade.gifbug5_arcade.gifbug6_arcade.gifbug7_arcade.gifbug8_arcade.gifAnd the LadyBug after running into an enemy bug:death_arcade.gifEach of the bug animations has four frames - but only three of them are unique. In each animation, one of the sprites gets used twice, so that will save me some work. And it'll save John some ROM space.But...I have to make two sets of each bug animation - horizontal and vertical. This is due the the 2600 not using square pixels. So that will take some doing. The death scene shouldn't be a problem, since only the first frame will be different for a horizontal or vertical death. The floating angel wings aren't animated (ie. flapping), they're just moved in a "fluttering" motion by the computer to give that illusion.In addition to the animation, there are also 18 vegetable sprites. Fortunately, they aren't animated. And then there's a title screen, letters, and some other stuff.That should keep me busy for awhile. I'd never played LadyBug before, but after getting into it for a few games, it's really different. It's hardly the Pac-Man rip-off that it appears to be on the surface. There's a lot more to the game than initially meets the eye, and it's quite a bit of fun.(I can already tell that the cricket and centipede are gonna give me trouble.)

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Hi there!

 

I have to make two sets of each bug animation - horizontal and vertical. This is due the the 2600 not using square pixels. So that will take some doing.

 

Aha, so it can only have monochrome sprites, since turning the colorschemes by 90° would be impossible.

 

I generally think it must be a nightmare for an artist to do sprites for the VCS, considering all those weird limitations you have and even weirder instructions from programmers like "I need 8 explosion frames but in sum they may not use more than 60 scanlines" and stuff :)

 

Greetings,

Manuel

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Aha, so it can only have monochrome sprites, since turning the colorschemes by 90° would be impossible.

 

I dunno. I was thinking he could do something where every time you turned 90°, you'd just flip your TV set on its side. Sort of a "Merlin's Walls" type solution. But more frequent. ;)

 

I generally think it must be a nightmare for an artist to do sprites for the VCS, considering all those weird limitations you have and even weirder instructions from programmers like "I need 8 explosion frames but in sum they may not use more than 60 scanlines" and stuff :)

 

Now... who would go and ask for something crazy like that? ;)

 

I don't think nightmare is the right word... but it makes for an interesting challenge. I'm always fascinated by how others have worked around those limitations (or have chosen not to). I like the challenge of trying to get as much recognizability out of a handful of pixels as I can. It's a lot of fun when it works. I think LadyBug is going to be quite the challenge though.

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I have to make two sets of each bug animation - horizontal and vertical. This is due the the 2600 not using square pixels.

I suppose just vertically duplicating the pixels wouldn't meet your standards? :)

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Hmm - may have to get with you when I'm ready to add the dragon in my hacked version of Warlords.

 

As an aside, I tried running Warlords under MacMame but it didn't run very well at all. The graphics were messed up and the motion was very jerky. Have you ever tried it?

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I suppose just vertically duplicating the pixels wouldn't meet your standards? :)

 

I think I see what you mean... and that would work if they were 8 x 16 (I'd just treat them as 8 x (8 x 2), and then I could rotate them 90° easily). But they're 8 x 14, so it's going to take some tweaking to make them look good.

 

As an aside, I tried running Warlords under MacMame but it didn't run very well at all.  The graphics were messed up and the motion was very jerky. Have you ever tried it?

 

Just tried it here. Works fine under MacMAME .103u2.

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I see now. I was using the non-artwork version (with the color graphics). I gave up on MAME's artwork system since it makes everything run dog-slow.

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It looks much better playing w/out the background graphics! It still has the jerky motion problem, though I found that by holding down a key on the keyboard it starts to play fine.

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