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Wich one of these two Prince of Persia you prefer?

Prince of Persia

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Poll: Sprites and colours&luminances (can be others) apart, what of these two Rocks type you think look better designed/better looking: (38 member(s) have cast votes)

Sprites and colours&luminances apart(can be others), what of these two Rocks type you think look better designed/better looking:

  1. PC original looking (6 votes [15.79%])

    Percentage of vote: 15.79%

  2. C64 remake looking (32 votes [84.21%])

    Percentage of vote: 84.21%

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#726 popmilo OFFLINE  

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Posted Thu Nov 10, 2011 11:15 AM

View PostSTE, on Thu Nov 10, 2011 7:34 AM, said:

You shouldn't need any masks for the sprites. the transparent separators for the legs etc will work perfectly adequately without masks, as they do on the c64 version...
Agreed. But would still need to AND sprite background with "mask" bytes (From a lookup table).
"3-color-C64-style-sprites" would be ok and would save memory for masks. (A lot of memory and hand pixeling ...).

View PostRybags, on Thu Nov 10, 2011 7:43 AM, said:

They'll most likely be softsprites, so masks needed for all of them in that case.
If those are 4-color soft sprites than - yes, full sized masks are needed for every sprite.
But in 3-color case - only 1-256 byte long table is needed.

Plus - it can be any 3 colors out of 4. With separate 256 byte table for "sprite"(bytes that are ORed on top of masked background), sprites could be in any 3 out of 4 screen colors.

View PostRybags, on Thu Nov 10, 2011 7:43 AM, said:

The OR method just won't work with this game - there's the possibility of the kid moving over any possible playfield colour. The only way it'd work is if only the clothes colour is Playfield and PMGs are used for all other aspects of the kid.
Yeah... Wall background behind pillars is one of those cases...
It is an interesting idea although... could be used for a different game (one that has less background-front interaction but still has sprites coming close to each other so that simple lda-sta wouldn't look ok).

Anyway... Creating all these special cases makes me feel like its cheating... We should make one standard routine for 4-color softsprite that will work over any background and with any PM combo.
Back to code editor... :)

#727 sack-c0s OFFLINE  

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Posted Fri Nov 11, 2011 3:36 AM

cheating? when you have 64k and under 2mhz of CPU (or 3.5MHz and instructions that eat cycles like they're going out of fashion) everything is smoke and mirrors to get the game or demo up and running.

Even with quad core 3GHz CPUs and multicore GPUs a liberal amount of cheating is needed to keep framerates up. I mean you could draw every branch of every one of those hundres of trees with hundreds of triangles, or you could just render one to texture and then just throw 2 triangles at the screen everywhere you need a tree. Cheating? maybe. Gamebreaking? no because you'd need a metric shedload of power to draw everything, or end up with an empty looking world if you did it 'properly'.

I really wouldn't worry about being considered a cheat, so long as nobody is dropping game features...

#728 Heaven/TQA ONLINE  

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Posted Fri Nov 11, 2011 10:25 AM

Sack, agreed and as long as the player does not feel "cheated" anyway... I guess in Raster Master I am cheating like hell... ;) but who cares? :)

#729 w1k OFFLINE  

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Posted Sat Nov 12, 2011 2:29 PM

new test xex file :)
http://atarionline.p...2#Comment_27783

#730 popmilo OFFLINE  

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Posted Sat Nov 12, 2011 3:26 PM

View Postw1k, on Sat Nov 12, 2011 2:29 PM, said:

At your post at atarionline.pl "i dont see it altirra prince 2.00.47" - just move joystick (cursor keys).

Nicely done.... Colors little of, but cool :)

#731 w1k OFFLINE  

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Posted Sat Nov 12, 2011 3:28 PM

oh.. not my post.. sorry :)

#732 José Pereira OFFLINE  

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Posted Sat Nov 12, 2011 4:12 PM

View Postpopmilo, on Sat Nov 12, 2011 3:26 PM, said:

View Postw1k, on Sat Nov 12, 2011 2:29 PM, said:

At your post at atarionline.pl "i dont see it altirra prince 2.00.47" - just move joystick (cursor keys).

Nicely done.... Colors little of, but cool :)

He is using ANTIC4.
The guys masked on the Pillar are not pixel mask but he is doing byte Mask (remember that the Pillars have 10pixels width...), see that when you go from Right to the Left and see the guy starts masking 2pixels more than the Pillar width...
The Mask are at byte boundaries because he's using PF3andPF2 as White and PF3 the Front colour of the Walls/Pillars.
He then use two Players in multicolour to get the Flames...

Quote

TIP: Type '?' for help, 'CONT' to exit
312 0 52DE BEQ $52E7 (N) A=01 S=f7 X=00 Y=01 P=--*B-I--
> gtia
HPOSP0=94 HPOSP1=94 HPOSP2=74 HPOSP3=74 HPOSM0=00 HPOSM1=00
HPOSM2=00 HPOSM3=00 SIZEP0=00 SIZEP1=00 SIZEP2=00 SIZEP3=00
SIZEM= 00 GRAFP0=00 GRAFP1=00 GRAFP2=00 GRAFP3=00 GRAFM =00
COLPM0=48 COLPM1=f4 COLPM2=48 COLPM3=f4 COLPF0=04 COLPF1=18
COLPF2=0e COLPF3=68 COLBK= 00 PRIOR= 24 VDELAY=00 GRACTL=03
>
Now he still has the problem: How to colour the Enemy clothes?
Enemy would then be PMs only and it's sword White a PF can because I would put the Enemy out of the Flames scanlines, but then he would still need to Mask PMs...
Still need two routines for Masking (one for PFs of Prince and the Enemy Sword and the other for the Enemy PMs)

Remember what we talked about Char-Mode...
In a static screen you can have in Char-Mode but on the real game lots to re-done...
More, on Char-Mode you'd certainly don't have cycles for the guys soft sprite and PMs, almost sure...

If Char-Mode it's possible, then I wouldn't White as PF3 but as PF0 or PF1...
I wouldn't mind changing the Tiles to fit in Chars but then it would be lots of Charsets (Memory would be almost the same as 24Char-Lines would 1Kb more: 9Kbs in 1Charset to each 3Char-Lines, screen 189scanlines would need to be 25Char-Llines=200 scanlines)

Edited by José Pereira, Sat Nov 12, 2011 4:25 PM.


#733 popmilo OFFLINE  

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Posted Sat Nov 12, 2011 5:47 PM

View Postw1k, on Sat Nov 12, 2011 3:28 PM, said:

oh.. not my post.. sorry :)


w1k

i dont see prince on altirra 2.00.47

What!! There is someone at atarionline using same name as you !!! ;)

#734 w1k OFFLINE  

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Posted Sun Nov 13, 2011 4:48 AM

Posted Image

#735 José Pereira OFFLINE  

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Posted Sun Nov 13, 2011 4:55 AM

View Postw1k, on Sun Nov 13, 2011 4:48 AM, said:

Posted Image

I saw and like that video you posted... the one that you are always trying to close the cat inside the Cabinet...
Now I see the reason :-D

By the way, what is the cat always trying to catch under the Cabinet?

#736 José Pereira OFFLINE  

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Posted Sun Nov 13, 2011 4:57 AM

The reason why there's a strange post sign-in as w1k at AtariOnline:

Edited by José Pereira, Sun Nov 13, 2011 5:09 AM.


#737 José Pereira OFFLINE  

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Posted Sun Nov 13, 2011 5:01 AM

Strange, really strange things hapenning...

First we had Emkay and then we now have Em_kay
We have w1k but we also have k1w1:
http://www.atariage....ser/27350-k1w1/
Are you teaching your cats to sign up here?
:D

#738 w1k OFFLINE  

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Posted Sun Nov 13, 2011 5:17 AM

:) cat want play.. you know, hide and seek, etc :)

Edited by w1k, Sun Nov 13, 2011 5:24 AM.


#739 Stephen ONLINE  

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Posted Tue Nov 15, 2011 1:08 PM

Maybe this link would be of some use http://jordanmechner.../2011/10/ebook/

#740 Heaven/TQA ONLINE  

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Posted Tue Nov 15, 2011 3:23 PM

just bought the ebook for my kindle...

#741 MrFish ONLINE  

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Posted Thu Nov 17, 2011 3:14 AM

View PostStephen, on Tue Nov 15, 2011 1:08 PM, said:

Maybe this link would be of some use http://jordanmechner.../2011/10/ebook/
Thanks for the link Stephen. I've read through much of his site (including a lot the journal material that would be in the pdf) before and downloaded most of the technicals there, but I haven't gone there for some time. I wouldn't have seen this if you hadn't posted the link. +1

#742 Jacques OFFLINE  

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Posted Thu Feb 9, 2012 8:26 AM

How is the progress? ;) Did this thread lead to alive project being still worked on?

#743 Philsan ONLINE  

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Posted Sat Feb 11, 2012 2:14 AM

http://www.atarionli...&page=1#Item_32

#744 emkay ONLINE  

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Posted Sat Feb 11, 2012 6:55 AM

View PostPhilsan, on Sat Feb 11, 2012 2:14 AM, said:



Would be nice to have it a little more original...


#745 Jacques OFFLINE  

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Posted Mon Feb 13, 2012 3:43 AM

View PostPhilsan, on Sat Feb 11, 2012 2:14 AM, said:


You got it wrong ;) I was asking whether THIS THREAD did result in alive project, not the one on Atari-online :P
As it was a lot of academic discussion going on here ;)

Edited by Jacques, Mon Feb 13, 2012 3:43 AM.


#746 popmilo OFFLINE  

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Posted Mon Feb 13, 2012 3:54 AM

View PostJacques, on Mon Feb 13, 2012 3:43 AM, said:

View PostPhilsan, on Sat Feb 11, 2012 2:14 AM, said:


You got it wrong ;) I was asking whether THIS THREAD did result in alive project, not the one on Atari-online :P
As it was a lot of academic discussion going on here ;)
You are right, lots of discussion, not much code :)
As far as I can say, no one (yet) made a sacrifice in blood and pledged to do it officially, but I'm rather sure something (at least similar to pop) will come out for atari eventually :)

#747 Rybags ONLINE  

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Posted Mon Feb 13, 2012 3:59 AM

It's a big commitment. With good Apple 2 disasm'd source, you're still talking in the hundreds of hours.

There's all manner of mods now out for the C64 version - keeping the data structures compliant has meant that many of the user created map packs port straight over.




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