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José Pereira

Member Since 2 Mar 2005
OFFLINE Last Active Today, 12:42 PM

Topics I've Started

I invite people to join...

Tue May 15, 2012 9:55 AM

Because I know that some people here don't 'go there' but 'read what is there':

http://formatwar.net...94&p=4855#p4855

If anyone is interested... or at least talk about this one...

Thu May 10, 2012 5:07 AM

WIZBALL:
This is a game that IO always thought how to and why not have it on A8...
Exactly like C64 it's impossible because of the C64 hardware sprites but it could be good with the A8 CPU and colours...
Not exactly all 100% thinked but almost there...

For the first time I get things in a 'traditional A8 way' because the wizball and cateball are A8 PMs only and then the rest would be soft sprites...
But how to get all the game map more the soft sprites fit in an 128chars A8 charset?
The Eagle way of having the stars pixels using the A8 Missiles it's the first step to reduce the nº of chars...

If the Top and Bottom Status Areas are also GR.15 Bitmap Mode also get us with more available cycles.

Now with a C64 Level cleaned more the nº of C64 sprites maximum usually on screen I think we have the Playing Area to fit in just 1charset.

Attached File  WIZBALL on A8 House.PNG   5.67K   139 downloads
Attached File  WIZBALL A8 4screen colours.PNG   16.35K   192 downloads

And some more detailed explanation:
Attached File  WIZBALL A8 explanation.PNG   24.8K   152 downloads

And this can also be reduced to 32bytes wide if necessary to have more free cycles.
:)

Again or not... PF2&PF3 and PRIOR0 Oring

Fri Mar 30, 2012 9:19 AM

I talked about this with someone some time ago but it was on static screen and it is possible but if it is on a scrolling one, an Horizontal scrolling.

This screen just as an example:
Attached File  sly_spy_-_secret_agent.PNG   22.78K   75 downloads

Lets say that here we have:
BACKR.- Black
PF0 and PF1 as Light and Middle Gray
and then:
PF2- Dark Gray (0,6)
PF3- White (0,14)

Now I would like to use PM2 and PM3 as overlay on the two Enemies.
-> BROWN guy:
PM2- (1,8 )
-> ORANGE guy:
PM3- (2,8 )

Their face and hands would be the Oring that will ever be their PM colour with ,14 luminance whenever they are above PF2 or they are above PF3.
Now, and also, thinking that they are pre-calculated and always move the same way, the same x,y at screen we can have their faces in the soft sprite using PF2 or using PF3 because Oring will always result in the same light luminance ,14.
Can this, at least in the Enemies with 'known movements and x,y Pos' be possible if this screen would be a horizontal scroller?

(By the way, would this size sprites with 4PMs overlaying 4soft sprites be possible CPU/cycles?
It can be any screen wide 32,40,48bytes... at least 32bytes?)



Thanks.

DRACONUS...

Fri Mar 23, 2012 6:25 AM

Was playing Draconus last Night, seeing the Map and talking with a friend about some things (A8 and C64 versions music...)
But not the Music here:
"Draconus use GR.7 Bitmap Mode. Would it be possible same, exactly same PMs on the guy and shoot, all Enemys by soft sprite but use instead GR.13 Char Mode to get a 5th colour (it is possible to have the Enemys not clashing PF2&PF3...)?"



I\'m back ;)

Sat Mar 17, 2012 5:14 AM

;)
Attached File  SPEEDBALL. EDGE GRINDER & BATMAN.PNG   16.27K   314 downloads
Attached File  BUBBLE BOBBLE on A8 some screens joined example.PNG   36.11K   406 downloads
Attached File  GOLDEN AXE some A8 screens.PNG   29.57K   311 downloads
:thumbsup: