+Propane13 Posted June 29, 2011 Share Posted June 29, 2011 Your skills are really improving. I might have to throw down the Mega Man challenge... Quote Link to comment Share on other sites More sharing options...
Rex Dart Posted June 29, 2011 Share Posted June 29, 2011 And now what you've all been waiting for *drum roll*.... Bubble Bobble Arcade Sprites!...YAY! Illya Good lord those look nice. I'm still hoping for a Bubble Bobble port on the 7800 some day. That skull freaks me out; was that not in the NES port or somethin'? Quote Link to comment Share on other sites More sharing options...
ScumSoft Posted June 30, 2011 Share Posted June 30, 2011 I'm so bad at sprite art, I think I may take up your offer and use some of these here to finish up my game. I'll be using the bats and spiders perhaps others if I need. Thank you very much. Quote Link to comment Share on other sites More sharing options...
PAC-MAN-RED Posted June 30, 2011 Author Share Posted June 30, 2011 Your skills are really improving. I might have to throw down the Mega Man challenge... @Propane13 Thank you. With all the practice I have maintaining this thread and making sprites for others on this forum, my skills have been boosted from their meager beginnings. So in a way, I should be thanking everyone who has asked for my help, or allowed my sprites to be thrust upon them. What's the Mega Man challenge? And now what you've all been waiting for *drum roll*.... Bubble Bobble Arcade Sprites!...YAY! Illya Good lord those look nice. I'm still hoping for a Bubble Bobble port on the 7800 some day. That skull freaks me out; was that not in the NES port or somethin'? @Rex Dart Thank you. In total I'd say those probably took me about 8 hours(over a week) to match things up, and get the colors looking good. I could see a 7800 port too. According to this FAQ the Skull, along with a few other items, were removed from the NES version of the game... I guess the Nintendo censors didn't like the idea of showing kids that Smoking, Drinking, and rotting Skulls were okay. I'm so bad at sprite art, I think I may take up your offer and use some of these here to finish up my game. I'll be using the bats and spiders perhaps others if I need. Thank you very much. @Scumsoft You're very welcome my friend. Feel free to use anything you like, and all I ask in return is to be credited for what is being used. Illya Quote Link to comment Share on other sites More sharing options...
PAC-MAN-RED Posted July 4, 2011 Author Share Posted July 4, 2011 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. Again, the Original Sprites on the Left and the Atari 2600 ones on the Right.. you'll know the difference. 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 videogame... 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. Bubble Bobble Character & Weapon Sprites.zip Enjoy, Illya 1 Quote Link to comment Share on other sites More sharing options...
+Propane13 Posted July 6, 2011 Share Posted July 6, 2011 Any interest in a Bubble Bobble mock-up ? Could be fun to see the sprites "in action". -John Quote Link to comment Share on other sites More sharing options...
PAC-MAN-RED Posted July 6, 2011 Author Share Posted July 6, 2011 Any interest in a Bubble Bobble mock-up ? Could be fun to see the sprites "in action". -John Are you volunteering by any chance? I think it would be cool to see like a playable 1-3 level demo... but that's where my skills are sadly lacking. I'm still curious about that Mega Man Challenge you mentioned earlier. Could you elaborate on it? Illya Quote Link to comment Share on other sites More sharing options...
eshu Posted July 6, 2011 Share Posted July 6, 2011 Any interest in a Bubble Bobble mock-up ? Could be fun to see the sprites "in action". -John I'm not sure how the bubbles would be done? the only think I could see working would be to do them with the playfield and I'm not sure what that would look like? 1 Quote Link to comment Share on other sites More sharing options...
+Propane13 Posted July 7, 2011 Share Posted July 7, 2011 Are you volunteering by any chance? I think it would be cool to see like a playable 1-3 level demo... but that's where my skills are sadly lacking. I'm still curious about that Mega Man Challenge you mentioned earlier. Could you elaborate on it? Illya I guess for a Bubble Bobble demo, we'd need to iron out some gameplay limitations and workarounds. A static screen can always be done as a tiny project, but when it needs to be playabel, things get a little dicey. Since there's a limit to the amounts of objects that can be displayed per scanline, flicker would probably 0have to be used. And, even with flicker, there are still limitations to what could be displayed. There probably would need to be a limit on the number of bubbles on-screen at a time, and enemies probably can't swap places vertically (like Berzerk). Perhaps the missiles would be appropriate for the bubbles, using variable widths. Easiest way I could envision it would be: P0 flicker 0 = player 0 P0 flicker 1 = player 1 M0 = bubble 0 M1 = bubble 1 P1 = enemy (at various places) --- When all enemies killed, whatever missile is out there becomes P1. Something like that. I'm not sure if that would kill the spirit of the gameplay tho.... The Mega Man challenge is simply that there was a 2-level Mega Man demo awhile back. It had graphics for Mega Man, elec man, and... maybe one more enemy? It would be interesting to have all of the end bosses from the original Mega Man mocked up, in case anyone ever went back to finish this one. I've always loved Mega Man, and would be curious to see what the end result would look like. -John 1 Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted July 7, 2011 Share Posted July 7, 2011 Any interest in a Bubble Bobble mock-up ? After the new version of bB is all fixed up, we won't need a mock-up. I'm sure somebody will get to work on the actual game. I bet we'll have all kinds of games popping up that would be too hard to make with the older version of bB. (None of them will be made by me, of course. I'll still be trying to make my own semi-unique crap that I'll never finish.) Quote Link to comment Share on other sites More sharing options...
PAC-MAN-RED Posted July 7, 2011 Author Share Posted July 7, 2011 I'm still curious about that Mega Man Challenge you mentioned earlier. Could you elaborate on it? Illya The Mega Man challenge is simply that there was a 2-level Mega Man demo awhile back. It had graphics for Mega Man, elec man, and... maybe one more enemy? It would be interesting to have all of the end bosses from the original Mega Man mocked up, in case anyone ever went back to finish this one. I've always loved Mega Man, and would be curious to see what the end result would look like. -John I'll see what I can do. Illya Quote Link to comment Share on other sites More sharing options...
PAC-MAN-RED Posted July 7, 2011 Author Share Posted July 7, 2011 Any interest in a Bubble Bobble mock-up ? After the new version of bB is all fixed up, we won't need a mock-up. I'm sure somebody will get to work on the actual game. Too late. The numbers are in, and the mock-up/comparison is done with some amazing results: It's almost scary how the walls, and floors are near identical if not bang-on in size and screen positioning(the screen layout is a true bB construct). The ceiling's a little lower in the 2600 version, but overall I never would have imagined the similarities. I bet we'll have all kinds of games popping up that would be too hard to make with the older version of bB... I'll see your bet and raise you a pair of Bubble Blowing Dino-Dragons... Ha! Beat that! Illya 1 1 Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted July 7, 2011 Share Posted July 7, 2011 I'm not that familiar with Bubble Bobble (the ROMs I have for MAME aren't correct), but in looking some screenshots I think my sprite engine for Frantic would work. It flickers both players to draw up to 24 objects (the humanoid, otto and 22 robots). In this image a few robots don't flicker at all while the rest are at 30Hz. I'm only got the robot graphics in place for the test, so I'm drawing 24 of them. In this a few don't flicker, some are at 30Hz and the rest at 20Hz. This is the worse-case flicker I've seen for Frantic. (Stella doesn't do the phosphor trick over 3 screens, so a few of the 24 robots are missing from the screen grab). I still need to work out the collision detection though. 1 Quote Link to comment Share on other sites More sharing options...
eshu Posted July 7, 2011 Share Posted July 7, 2011 This looks really nice - I still think there will be an issue with the bubbles there needs to be a hell of a lot of independant objects on one scanline that I think would make for an unbearable amount of flicker - look at this video (it's the NES version) from about 6.40 in.... http://www.youtube.com/watch?v=6cYlWaQTUd0 Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted July 7, 2011 Share Posted July 7, 2011 . . . look at this video (it's the NES version) from about 6.40 in.... This will jump to the spot you want: http://www.youtube.com/watch?v=6cYlWaQTUd0&start=400 Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted July 7, 2011 Share Posted July 7, 2011 egads - the screenshots I saw didn't have that many objects on them! Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted July 7, 2011 Share Posted July 7, 2011 egads - the screenshots I saw didn't have that many objects on them! Best make it a 7800 version then . Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted July 7, 2011 Share Posted July 7, 2011 Best make it a 7800 version then . Noooooo! It burns! It burns us! 1 Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted July 7, 2011 Share Posted July 7, 2011 egads - the screenshots I saw didn't have that many objects on them! Yeah, and synthesizing the annoying voice-over would be a pain, too. 1 Quote Link to comment Share on other sites More sharing options...
PAC-MAN-RED Posted July 7, 2011 Author Share Posted July 7, 2011 This looks really nice - I still think there will be an issue with the bubbles there needs to be a hell of a lot of independant objects on one scanline that I think would make for an unbearable amount of flicker - look at this video (it's the NES version) from about 6.40 in.... We'd have to ask the question, How many exact Arcade translations to the 2600 were there? I wouldn't expect every level or every sprite to be there or even the game mechanics to work in exactly the same way it does in the arcade. So what would any programmer that tries to translate a game to the 2600 do? The best that they can. Yes making this for the 7800 would probably be much easier and look better, but my first love was for the Atari 2600 console and that's why I start here first . The idea of making games or translating them is more about capturing the spirit of a game, than it is about being exact. Illya 1 Quote Link to comment Share on other sites More sharing options...
eshu Posted July 7, 2011 Share Posted July 7, 2011 (edited) This looks really nice - I still think there will be an issue with the bubbles there needs to be a hell of a lot of independant objects on one scanline that I think would make for an unbearable amount of flicker - look at this video (it's the NES version) from about 6.40 in.... We'd have to ask the question, How many exact Arcade translations to the 2600 were there? I wouldn't expect every level or every sprite to be there or even the game mechanics to work in exactly the same way it does in the arcade. So what would any programmer that tries to translate a game to the 2600 do? The best that they can. Yes making this for the 7800 would probably be much easier and look better, but my first love was for the Atari 2600 console and that's why I start here first . The idea of making games or translating them is more about capturing the spirit of a game, than it is about being exact. Illya Hi Illya, Please, please don't think I'm trying to discourage you - I wouldn't even be in this thread if I didn't find your stuff really interesting. It's just that I've thought about bubble bobble on the 2600 before and it was the bubbles made me think it would be quite tricky - I think the idea someone had about using missiles is actually pretty good, especially if you used every other line I think you would probably get a sort of semi-transparent effect at least on a CRT. You could do say 2-blank-4-blank-8-blank-8-blank-4-blank-2 all centred. I think it would only work if you changed how creating the bubbles worked though, so there weren't too many on the same scanline. Say a short pause after you had blown a bubble before you could blow another. You would also probably have to not have them wrap around from the top to the bottom like they do in the original, and have them always rise at a constant speed. Cheers, eshu Edited July 7, 2011 by eshu 2 Quote Link to comment Share on other sites More sharing options...
ScumSoft Posted July 8, 2011 Share Posted July 8, 2011 Actually eshu, the DPC+ kernel you've expanded upon from mine for that BMP demo of yours would do most these games no problem. If I ever get a response from batari about making a custom DFxFRACINC move two bytes at a time instead of one, the drawing buffer alignment issues for real-time updates would be solved. My DPC+ BMP kernel is limited to 96x192 screen space, but it's pixel settable with a single color per scanline, the color range is limited but the amount of graphic detail per scanline isn't limited. The entire screen flickers at 30hz continuous, but isn't sprite limited. DPC+ bank 6 is treated as a screen buffer and all game objects update the screen buffer, which during drawing is simply parsed over. Do all the buffer work on the DPC+ and your good to go for drawing whatever you'd like, be it simple 2D games or 3D. Eshu expanded upon this and got the playfield resolution up to 115x192 with less noticeable flicker, I haven't looked into how it was done much, but if bank6 can be parsed linearly from the draw kernal and have the screen drawn correctly without translation hoops, then we have a much nicer kernel to work with. No sprite repositions for movement, no limit on object overlap data shown per scanline, and it should be able to display the game in chronocolor like as well. I'll be working on this as soon as I wrap up my current bB game. 2 Quote Link to comment Share on other sites More sharing options...
PAC-MAN-RED Posted July 8, 2011 Author Share Posted July 8, 2011 Hi Illya, Please, please don't think I'm trying to discourage you - I wouldn't even be in this thread if I didn't find your stuff really interesting. It's just that I've thought about bubble bobble on the 2600 before and it was the bubbles made me think it would be quite tricky - I think the idea someone had about using missiles is actually pretty good, especially if you used every other line I think you would probably get a sort of semi-transparent effect at least on a CRT. You could do say 2-blank-4-blank-8-blank-8-blank-4-blank-2 all centred. I think it would only work if you changed how creating the bubbles worked though, so there weren't too many on the same scanline. Say a short pause after you had blown a bubble before you could blow another. You would also probably have to not have them wrap around from the top to the bottom like they do in the original, and have them always rise at a constant speed. Cheers, eshu Hey, no worries eshu I value your input greatly, as I do everyone's and it's discussions like these that can lead us to new ideas, and new discoveries. Glad to have you on board. Illya Quote Link to comment Share on other sites More sharing options...
PAC-MAN-RED Posted July 15, 2011 Author Share Posted July 15, 2011 (edited) In reply to a previous post - Challenge Accepted.. Heh. Since the MegaMan 2600 Demo was created by djmips and uses the sprites that he made, I've decided to start from scratch(well... sort of). As stated in the aforementioned thread, there was some concern with the overall amount of memory in the ROM being taken by the graphics data - I'm hoping to try to reduce this a bit and still have things looking good. Here is a NES / Atari 2600 comparison. MegaMan is 11W x 18H (for reference - djmips' is 13W x 16H): And an animation of MegaMan blinking his eyes as he stands still: MegaMan Still Frames.zip Well I've had my MegaMan fill for the day.. There will be more coming soon. Illya Edited July 15, 2011 by PAC-MAN-RED 2 Quote Link to comment Share on other sites More sharing options...
+Propane13 Posted July 15, 2011 Share Posted July 15, 2011 Awesome! -John 1 Quote Link to comment Share on other sites More sharing options...
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