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jussts

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Space Invader

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  1. Wow, you put some serious polish on this game... very impressive.
  2. Unable to stop revising, I've changed my mock up once more to fit your proposed kernel. I've pretty much finalized the Samus sprite (at least the standing still frame) and I've reworked the first enemy you encounter to fit the two line color resolution limitation (as I understand it, at least... I may have screwed up). I've also included a pic that shows the color palette I'd use for Samus' power suit and varia suit... it also shows the little enemy guy walking. If you're serious about continuing the project, I'd be more than happy to sprite the rest of it as I have too much free time on my hands right now and the only other things I'm working on are the Prince of Persia sprites.
  3. Read the Readme file that's included with it... it explains how to line up larger images.
  4. jussts

    Hunchy II

    I really like this game, but, ah, legible, huh? I must confess that until reading this post I hadn't realized that the title screen spelled HUNCHY II. In either version. 946337[/snapback] Oh well, never mind.
  5. jussts

    Hunchy II

    I noticed you changed the title screen... was there some reason the one I gave you didn't work out? It's been in all the version up to this point and I thought it was much more legible than the one currently in the game. If there's some reason space-wise that you couldn't include it, I understand. I haven't had a chance to play the latest version of the game all the way through but I look forward to what improvements you made to the already brilliant ending.
  6. Well...the Metroid mockup I posted would require about 64 bytes for the platforms (playfield data). Maybe less if you simplified a little and compressed some. I'll be conservative and say 64 bytes. According to a map I got somewhere, there are about 48 different screens. So figure 3K for screen data, plus the 32x32 master map; that would take 1K. So figure 4K for the all the platform data. Figure 4K for sprite data, 4K for music/sounds, maybe 1K for the kernel, maybe 4K for game logic. Looks like a candidate for a 16K cartridge. Maybe more. But easily in 32K. It could be done. 946221[/snapback] It could be made into a Supercharger game if cartridge space is a problem... Here's a slightly modified sprite that attempts to look even more like Samus from the sequels... I think it looks rather good, if I do say so myself. I wasn't sure, but it looked like you were using the missile or ball or something to extend her gun arm a bit... I ran with this logic and made it a different color (not sure if that's strictly possible, but while we're dreaming here...) to match it more closely to the original games. Edit: Added second mock up with a revised Samus sprite and a new enemy.
  7. Wow, I don't know what to say... thanks for the kind words everyone and thanks for the putting my little guy in the game Ron. I'd like to dedicate this win to Kirk Israel's PlayerPal... and Poseidon...
  8. On the contrary, I think you could do a fantastic port of many of these. EDIT: Here's a possible, very doable mockup for Metroid. I think Thrust-style scrolling would be best for this. 943970[/snapback] I took a few minutes to figure out how I would adapt Samus' sprites from the original NES Metroid into something that would work on the VCS. If you put them side by side they appear quite different (mine actually more closely resembles Samus from later games in the series) but I think think that the overall change is justified. The NES sprite relies heavily on color to give it its definition... so, after you lose that and then shrink and stretch the sprite to the proper size, you've got a messy blob that only vaguely resembles the original. I basically just started from scratch after failing to recreate the sprite in the fashion described above. I've placed it in vdub_bobby's mockup to give it some context. If anyone is interested in taking on the project, I'm still interested in doing all the sprites.
  9. After playing Zero Mission on the GBA, I don't think I could ever go back to the original NES version... Greetings, Manuel 944254[/snapback] Okay, I'd like to go on record as saying that I'd sprite a Zero Mission port for 2600 as well... is that better?
  10. On the contrary, I think you could do a fantastic port of many of these. EDIT: Here's a possible, very doable mockup for Metroid. I think Thrust-style scrolling would be best for this. 943970[/snapback] Oh my god, I want to go on record as saying I'd do anything to get to do the sprites for a Metroid game on the 2600... so if anyone wants to take this on, I'd be more than happy to make it look as good as I possibly could. Metroid is just about my favorite game on any console ever.
  11. Wasn't too hard. Here's the same demo except you can shoot the invaders. 941634[/snapback] Wow, that works incredibly well (and you don't hardly notice the flicker caused by the missile going behind the cutout sprites either)... will this version be able to support the other game play elements like the shields and possibly the UFO's? Anyways, I thought I'd extend the offer to sprite the game again since it's changed hands... and I've already updated my arcade-style sprites to your version. If you were to make the sprites do an about face when they hit the wall (like in attendo's version) they could look like what I've shown in the first GIF. And, if you're feeling really adventurous, you could try to add a second frame of animation to the sprites (I know this isn't a standard feature of bB) which would enhance the arcade-style 'lagging'... as shown in the second GIF. Let me know what you think.
  12. As much as I hate to keep hijacking this thread... I've figured out a way to emulate the look of the arcade game's sprites even more closely. The uppermost sprites in the arcade version seem to lag behind the middle ones slightly, which in turn lag behind the lower ones. You can achieve this look 'for free' so to speak (no extra coding involved) with a minor graphical change (see attached images). There is, in my opinion, only one graphical setback... the middle invaders don't look quite as good to me, but the overall effect looks so much more like the arcade version that I don't mind. I've included two versions... the only difference is in the third row of invaders... I'm not sure which option is better. Option one looks better to my eye but option two seems more arcade accurate (if I had to choose, I'd go with option one at the moment). PS: If you go with these new 'lagging' sprites yours will be the only 2600 version of SI to have this extra touch of verisimilitude (to my knowledge, at least).
  13. Sadly I never really played the arcade version of SI so I don't know the differences only know the 2600 SI version. What would be cool if you could select between 2600 mode and a Arcade mode in the main screen. Do you have the 0110001..etc. for the sprites? 932580[/snapback] Yeah, here they are... The little guys... Frame0 .byte #%00100100;-- .byte #%01011010;-- .byte #%01111110;-- .byte #%01011010;-- .byte #%00111100;-- .byte #%00011000;-- Frame1 .byte #%01011010;-- .byte #%00100100;-- .byte #%01111110;-- .byte #%01011010;-- .byte #%00111100;-- .byte #%00011000;-- The medium guys... Frame0 .byte #%00011000;-- .byte #%10100101;-- .byte #%11111111;-- .byte #%11011011;-- .byte #%01111110;-- .byte #%00100100;-- .byte #%01000010;-- Frame1 .byte #%01000010;-- .byte #%00100100;-- .byte #%01111110;-- .byte #%11011011;-- .byte #%11111111;-- .byte #%10100101;-- .byte #%01000010;-- The big guys... Frame0 .byte #%01000010;-- .byte #%10011001;-- .byte #%01100110;-- .byte #%11111111;-- .byte #%10011001;-- .byte #%11111111;-- .byte #%01111110;-- .byte #%00011000;-- Frame1 .byte #%10000001;-- .byte #%01011010;-- .byte #%01100110;-- .byte #%11111111;-- .byte #%10011001;-- .byte #%11111111;-- .byte #%01111110;-- .byte #%00011000;-- Here's the ship too, if you need it... Frame0 .byte #%11111110;-- .byte #%11111110;-- .byte #%01111100;-- .byte #%00010000;-- Check out this page for arcade SI emulators. I've attached a pic of the arcade SI as well...
  14. There are already homebrew SI clones that are better than the original. bB isn't going to be able to get that good--at least not without a custom kernel. The original SI could support six differently-shaped sprites per scan line. bB supports two sprite shapes PER SCREEN. There really is no comparison. I never said anything about this being the best SI on 2600 ever (I'm well aware of the numerous clones and hacks that are better in one way or another)... I just said that I think it could be better than the original 2600 version with some effort. Yeah it'll need some assembly thrown in along with the bB code to make it there, but that's not against the rules (if there are any) or outside the realm of possibility. Anyways, what I came in here to say is... attendo, if you wanted some sprites that look as much like the arcade as possible given the limitations of what you're doing, I've made some for you. They're different sprites than any other existing SI homebrew or hack, so they'll be completely unique to your version and no one will give you any trouble about stealing their sprites. They also do something that most other hacks/etc. don't do, the top rows of invaders are the smallest, the middle rows are a bit bigger, and the bottom rows are the biggest. I've also included a new version of the ship that's proportional to the invaders. Best of luck on the game if you are going to continue with it. PS: If you were to go more along the lines of arcade accuracy, you could leave off the topmost row of invaders... this would give you more room for the shields if you find a way to implement them.
  15. That's looking pretty good so far... you could make it look even better, in my opinion, by adding in sprites that are a bit more arcade accurate... unless, of course, you're just trying to recreate the Atari 2600 version. But, it would be pretty cool to make an SI with bB that's more like the arcade version (read, better) than the 2600 version. That would be a statement.
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