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PAC-MAN-RED

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I'm not sure I understand your intentions. If you are just looking to display the art on the VCS as a full screen image then that is no problem. It's been possible to put 10 colors on a line for many years. (Just not in bB) https://www.youtube.com/watch?v=Vo6sVgIZs7Y

Yep, there is no 1 color per line limit. You can also scroll 14 colors per line. ;)

 

http://atariage.com/forums/topic/217629-a-programming-challenge/?do=findComment&comment=2846868

 

 

Bus stuffing could do more then that as well...

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Pacman Red, not sure your still doing challenges or sprites. I have always been a fan of Robotech hence my icon. Not sure where I can locate sprites that will fit in the image converter or some hints and tricks to reduce the grunt work as you stayed ealier in this thread. Thanks in advance for any info you can provide.

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Pacman Red, not sure your still doing challenges or sprites. I have always been a fan of Robotech hence my icon. Not sure where I can locate sprites that will fit in the image converter or some hints and tricks to reduce the grunt work as you stayed ealier in this thread. Thanks in advance for any info you can provide.

 

Hi, which image converter are you referring to?

 

There were quite a few of what we outside of Japan would call Robotech games made for the Japanese market and yet almost none of them use the word "Robotech", they seem to all use the word "Macross":

https://en.wikipedia.org/wiki/List_of_Macross_video_games

 

Even I did a internet search for "Robotech sprites" and the results were very low. Searching "Macross sprites" yielded far more results. For example, here are some sprites from the game Choujikuu Yousai Macross.

 

If you need anything else, just lemme know here, or PM me. :)

 

illya

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I am using the one the that comes with Batari Basic. I use snipping then try to use the image code to convert. Normally it comes out way too large. Robotech is also Macross. I would say the NES version is the closest that would yield sprites that can convert over to 2600. Robotech has 3 eras. Zentradi, Robotech Masters and Invid. Each Era has thier own unquie vehicles that convert/transform. My thought is DPC as I am learning the limitations there and it offers many possibilities with color schemes etc. Thanks again for any help you can provide.

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Here's a trick I use sometimes:

 

1X post-26314-0-17790400-1456982485.png 2X post-26314-0-35837500-1456982503_thumb.png

 

1) Get the sprite you want to convert.
2) Select entire sprite and squish it in half(ex. 16px wide sprite becomes 8px wide).
3) Select sprite again and stretch it back to it's original size.
4) Split the sprite into two halves.
5) Select each half, copy it, flip it horizontally, and place it next to the first half.
6) Edit the the sprites to make them look as close to the original sprite as possible, or when you are happy with it.
7) Edit the sprites to conform to the Atari 2600's -one color per horizontal line- format or one single color(could require additional editing).

 

illya

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Pac Man Red,

 

Thanks. I will try this and see if I fully understand what you are doing. I am just Googling the sprite I want. Use Snipping. Then paint to shrink it down. Then open it with ImgtoCode. Stuff for the playfield works somewhat, but the sprite is much harder to accomplish. That is great sprite for the shock trooper. Hopefully I can get it working they way you are able to make sprite, thanks.

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I just tried to use the ImgtoCode program to turn the Shock Trooper sprite into code... and it didn't work... Well I mean it worked, but it wasn't perfect. When opening the sprite data for editing inside VisualbB there was an additional line of code that appeared at the top above the sprite, and approx. half of the bottom part had it's color inverted. :( Not sure what's going on there, but if your using the sprite editor in VisualbB then you might want to try drawing the sprite manually.

 

illya

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  • 3 months later...

post-26314-0-76025300-1465150813_thumb.jpg

 

Inspired by a novel published in 1984 by Scott Siegel - Beat the Devil was written targetting kids to warn against videogame
addiction. I read the book as a kid and I never forgot it because it was about my favorite past time - Videogames.

Summary:
"Doug is a video game fanatic, and his best friend Warren and girlfriend Maura are not too thrilled to hear that Doug's dad
has bought a computer. Will they ever see Doug again, or will he spend every minute of free time closeted in his dad's
computer room? Unfortunately, it's worse than Warren and Maura think-Doug has purchased a game called "Beat the Devil" from a
mysterious store he'd never noticed before. The graphics are incredible: a pure white heart is battling pitchforks and fires
from hell. If the heart survives long enough, the devil himself will appear to battle the heart, and only if the heart shoots
a white lightning bolt into each of the devil's eyes, can the heart win! Doug becomes obsessed with winning this difficult
game! Soon Doug is acting strangely-picking fights, staying up all night to play the game, missing dates with Maura. When
Warren visits a fortune teller, she warns him that he will soon have to risk his life for his friend, who is being consumed
by the devil. Warren launches into action, bringing Maura to Doug's house to help him. They see that every time Doug plays
"Beat the Devil" and loses, he loses a little more of himself to the devil. Can Warren and Maura help Doug beat the game and
stop the evil force that is devouring his soul?"

 

And without further ado, I present to you the conceptual sprites, animations and mockup gameplay screen I created.

 

Spritesheet:

There are alternate versions of The Devils hand, Hellfire and The Cross.

post-26314-0-74767200-1465153839_thumb.gif Mockup Screenshot: post-26314-0-13621500-1465155488_thumb.gif

 

Blue Demon: post-26314-0-01480600-1465151046.gif Pure Heart: post-26314-0-69685200-1465151198.gif post-26314-0-60850600-1465151220.gif Pitchfork: post-26314-0-64463400-1465151934.gif Unholy Smoke: post-26314-0-02490400-1465152003.gif

Hellfire: post-26314-0-01908500-1465152385.gif The Devils Fangs: post-26314-0-72114200-1465152480.gif Explosion: post-26314-0-62589900-1465152557.gif The Devils Hand: post-26314-0-02587900-1465152689.gif Evil Eye: post-26314-0-53585000-1465154025.gif

The Cross: post-26314-0-44576700-1465154669.gif The Devil breathing fire: post-26314-0-47457600-1465154788.gif The Devils eye exploding: post-26314-0-44666400-1465154983.gif

 

 

illya

 

P.S. - If any programmers wish to create this game for real, I would be more than happy to assist with such an endeavor.

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  • 4 months later...

attachicon.gifBBLogo.PNG

 

The final installment of Bubble Bobble Sprites... Yes, I know there are more sprites in the game, but like Nintendo... I'm gonna leave a few things out. icon_biggrinwink.gif

 

Again, the Original Sprites on the Left and the Atari 2600 ones on the Right.. you'll know the difference. icon_smile.gif There's only one exception to the "All Arcade sprites" and that's

the Drunk. (

for the TurboGrafx-16 had a drunk guy too, but he was probably portraying Zui Quan. One of the very few drunks in a game... Drinking in a video

game... who knew?) I borrowed the design from the NES version of the Drunk because it was much easier to adapt him.

 

Bubblin and Bobblin have a Still frame, a two frame walk cycle, and a blowing bubble frame for a total of Four frames each. The enemies only have two frames each.

I'm hoping the rest of the picture is self-explanatory.

 

 

attachicon.gifBubble Bobble Character & Weapon Sprites.PNG

 

attachicon.gifBubble Bobble Character & Weapon Sprites.zip

 

Enjoy,

 

Illya

PAC-MAN-RED,

 

I am trying to use your Bubble Bobble sprites and I am unable to load them. I have used your sprites before. Maybe I am doing something different or wrong because its been a while since I have used your sprites. I know that I am using a new laptop. I will try tonight to use my old laptop. May be an issue with my laptops not sure. I am planning on making something called Bubble Burst. I want to see how far I can get with it. I am still working and learning from the Pac_Man Eat-N-Run game. Thanks again for the sprite you have posted and make. Lastly are you up to a Robotech Challenge or Final Fantasy I challenge?

 

It's my new computer. I may reinstall Bb to see if that will fix it. Are you up to a "Robotech Challenge or Final Fantasy I challenge?", thanks.

Edited by Lewis2907
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I'm working up a simple RPG demo using a new BUS Stuffing kernel that currently creates a 12x16 tiled display. Each tile is 8x12, and each line in the tile is independently colored. I've worked up a few for testing, but if anybody has something better (and more images, say a castle/city/village drawn using multiple tiles, such as 6 tiles in a 3x2 arrangement) I'd appreciate it.

 

Screenshot of what I'm currently using so you can "see" the graphics:

post-3056-0-54619500-1476729688_thumb.png

 

The data:

Grass_ID = (*-Tiles)/24
    .byte %10101010, GREEN+4        ; 0
    .byte %01010101, YELLOW_GREEN+4 ; 1
    .byte %10101010, GREEN+4        ; 2
    .byte %01010101, CYAN+4         ; 3
    .byte %10101010, YELLOW_GREEN+4 ; 4
    .byte %01010101, GREEN+4        ; 5
    .byte %10101010, YELLOW_GREEN+4 ; 6
    .byte %01010101, CYAN+4         ; 7
    .byte %10101010, GREEN+4        ; 8
    .byte %01010101, YELLOW_GREEN+4 ; 9
    .byte %10101010, GREEN+4        ;10
    .byte %01010101, CYAN+4         ;11
    
Dirt_ID = (*-Tiles)/24
    .byte %11011111, OCHRE+4  ; 0
    .byte %11111111, OCHRE+4  ; 1
    .byte %11111011, OCHRE+4  ; 2
    .byte %11101111, OCHRE+4  ; 3
    .byte %11111111, OCHRE+4  ; 4
    .byte %10111101, OCHRE+4  ; 5
    .byte %11111111, OCHRE+4  ; 6
    .byte %11111101, OCHRE+4  ; 7
    .byte %01111111, OCHRE+4  ; 8
    .byte %11111111, OCHRE+4  ; 9
    .byte %11111101, OCHRE+4  ;10
    .byte %11111111, OCHRE+4  ;11
    
Swamp_ID = (*-Tiles)/24
    .byte %11111111, OCHRE_GREEN+4  ; 0
    .byte %11011111, OCHRE_GREEN+4  ; 1
    .byte %10101111, OCHRE+4  ; 2
    .byte %11011111, OCHRE_GREEN+4  ; 3
    .byte %11111011, OCHRE_GREEN+4  ; 4
    .byte %11110101, OCHRE+4  ; 5
    .byte %11111011, OCHRE_GREEN+4  ; 6
    .byte %11111111, OCHRE_GREEN+4  ; 7
    .byte %11111111, OCHRE+4  ; 8
    .byte %10111111, OCHRE_GREEN+4  ; 9
    .byte %01011111, OCHRE_GREEN+4  ;10
    .byte %10111111, OCHRE+4  ;11    
    
Forest_ID = (*-Tiles)/24
    .byte %00000000, GREEN+4  ; 0
    .byte %00010000, GREEN+4  ; 1
    .byte %00111000, GREEN+6  ; 2
    .byte %00111000, GREEN+4  ; 3
    .byte %01111100, GREEN+4  ; 4
    .byte %01111100, GREEN+6  ; 5
    .byte %11111110, GREEN+4  ; 6
    .byte %11111110, GREEN+4  ; 7
    .byte %00111000, GREEN+6  ; 8
    .byte %00010000, OCHRE+4  ; 9
    .byte %00010000, OCHRE+4  ;10
    .byte %00010000, OCHRE+4  ;11  
    
Mountain_ID = (*-Tiles)/24
    .byte %00000000, WHITE  ; 0
    .byte %00001000, WHITE  ; 1
    .byte %00011000, WHITE  ; 2
    .byte %00111100, WHITE  ; 3
    .byte %00111100, WHITE  ; 4
    .byte %00111100, OCHRE+12 ; 5
    .byte %01111110, OCHRE+10 ; 6
    .byte %01111110, OCHRE+8  ; 7
    .byte %01111110, OCHRE+6; 8
    .byte %11111111, OCHRE+4 ; 9
    .byte %11111111, OCHRE+2  ;10
    .byte %11111111, OCHRE  ;11
    
Road_ID = (*-Tiles)/24
    .byte %11111111, GREY+4  ; 0
    .byte %11111111, GREY+4  ; 1
    .byte %11111111, GREY+4  ; 2
    .byte %11111111, GREY+4  ; 3
    .byte %11111111, GREY+4  ; 4
    .byte %11111111, GREY+4  ; 5
    .byte %11111111, GREY+4  ; 6
    .byte %11111111, GREY+4  ; 7
    .byte %11111111, GREY+4  ; 8
    .byte %11111111, GREY+4  ; 9
    .byte %11111111, GREY+4  ;10
    .byte %11111111, GREY+4  ;11    
    
    
Hero_ID = (*-Tiles)/24
    .byte %00000000, BLACK  ; 0
    .byte %00011100, RED+10 ; 1
    .byte %00011100, RED+10 ; 2
    .byte %00001000, RED+10 ; 3
    .byte %01111111, BLUE+8  ; 4
    .byte %01011101, BLUE+8  ; 5
    .byte %01011101, BLUE+8  ; 6
    .byte %01011101, BLUE+8  ; 7
    .byte %00010100, GREY+4  ; 8
    .byte %00010100, GREY+4  ; 9
    .byte %00010100, GREY+4  ;10
    .byte %00110110, GREY+4  ;11    
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I'm working up a simple RPG demo using a new BUS Stuffing kernel that currently creates a 12x16 tiled display. Each tile is 8x12, and each line in the tile is independently colored.

Still have a glitch to figure out, but thought y'all might like a sneak peak on how this is progressing:

post-3056-0-84331500-1476908172_thumb.png

 

post-3056-0-95772900-1476908178_thumb.jpg

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Figured it out, the player/color updates were reversed so the color value was being used for the graphics and vice versa. Also added a water tile:

 

That's the kind of thing I've been hoping for. Maybe someone will find the time to add that capability to bB one of these days. I'd like to make a game that has elements from Civilization 2 and similar games. The part I'm interested in is random terrain that I can explore and find resources and treasure.

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