RevEng Posted September 23, 2010 Share Posted September 23, 2010 The bB Titlescreen Kernel can be used to create high-quality titlescreens for your bB games. Enjoy! titlescreen_kernel_1.8.zip Jeff Wierer's most excellent vbb project now has an integrated Titlescreen Wizard! Here are some screenshots from 3 of the examples in the zip. And here are the bins from the examples. ex1-basic_color.bas.bin ex2-scroller.bas.bin ex3-animation.bas.bin ex4-color_by_flicker.bas.bin ex5-player_and_playfield.bas.bin Please report any bugs in this thread. Go forth and make titlescreens! 13 Quote Link to comment Share on other sites More sharing options...
yuppicide Posted September 23, 2010 Share Posted September 23, 2010 Shoiuld be the official SEXYNESS thread. I think we should all get together and just make a crapload of title screens for games.. then hope someone makes a port of every game lol. 1 Quote Link to comment Share on other sites More sharing options...
+Philsan Posted September 23, 2010 Share Posted September 23, 2010 Awesome! This is a big step forward for Atari VCS. A huge thank you to skilful Mike for his achievement. Quote Link to comment Share on other sites More sharing options...
RevEng Posted September 23, 2010 Author Share Posted September 23, 2010 thanks guys! I can't wait to see what people make with it! Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted September 23, 2010 Share Posted September 23, 2010 Thanks. I'll see what I can make tonight. Now I have to figure out the best way to link to this thread from the bB page. Throwing it in with a bunch of other links doesn't seem right. Maybe I can create a section for it, add a little text from your PDF file, then add a link to this thread. Quote Link to comment Share on other sites More sharing options...
PAC-MAN-RED Posted September 23, 2010 Share Posted September 23, 2010 Wow!!! This is truly a masterpiece in programming if I ever saw one. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 23, 2010 Share Posted September 23, 2010 OK, so it isn't really the best one, but it's better than big, blocky letters filling up the whole screen. Quote Link to comment Share on other sites More sharing options...
RevEng Posted September 24, 2010 Author Share Posted September 24, 2010 OK, so it isn't really the best one, but it's better than big, blocky letters filling up the whole screen. It's cool - I like the shading you've done on the title letters! Quote Link to comment Share on other sites More sharing options...
jbaudrand Posted September 24, 2010 Share Posted September 24, 2010 Many thanks for this kernel, I guess it will be useful to pin it or create a master Thread where all the available kernel will be displayed (I mean no support thread, because it will be difficult to read, but more like a tool box; maybe in a near future we will have a lot of kernel available) 1 Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted September 24, 2010 Share Posted September 24, 2010 (edited) Update: I had a problem where the background color wasn't right. I thought I put the following in an empty bank, but it wasn't empty: asm include "titlescreen/asm/titlescreen.asm" end After I moved up to 32k and put it in a bank that was really empty, the background color was correct. Edited September 24, 2010 by Random Terrain Quote Link to comment Share on other sites More sharing options...
yuppicide Posted September 24, 2010 Share Posted September 24, 2010 Awesome documentation for your Titlescreen Kernel! I have an idea for something that maybe can be implemented in a future version or maybe it's doable in the current state. Currently there's an animation mini kernel to make text scroll upwards. What about another mini kernel that doesn't moves a bunch of lines at once? Your Robotron scrolling example has an image with a height of 256, but you're only showing 64 at a time. It scrolls up slowly. Since you are able to make an image that has a height of 256, how about a mini kernel that allows the user to alternate between 2, 3 or 4 images, which would all be contained in one image of a 256 height. Here's my example: To alternate between two images, you would draw one image with a height of 256, animation frame #1 is contained in lines 1 - 128, animation frame #2 is lines 129 - 256. Your mini kernel would switch between those two sections to make a 2 frame animation. You would also be able to chose to have 3 animation frames, animation frame #1 is lines 1 - 85, animation frame #2 is lines 86 - 170, and animation frame #3 is lines 171 - 256. Lastly, you could chose to have 4 animation frames, animation frame #1 is lines 1 - 64, animation frame #2 is lines 65 - 128, animation frame #3 is lines 129 - 192, and animation frame #4 is lines 193 - 256. People would be able to use this to switch between picture.. you could make a car zooming across the screen, a person walking, or maybe just switch between your game title and company title. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted September 24, 2010 Share Posted September 24, 2010 People would be able to use this to switch between picture.. you could make a car zooming across the screen, a person walking, or maybe just switch between your game title and company title. I'm either not reading that right or I'm on drugs. Sounds like you are talking about 6. Example 3 - A titlescreen with an animated graphic in the PDF file. It's right after the stuff about scrolling. Quote Link to comment Share on other sites More sharing options...
Godzilla Posted September 24, 2010 Share Posted September 24, 2010 wow that is damn cool! Quote Link to comment Share on other sites More sharing options...
RevEng Posted September 24, 2010 Author Share Posted September 24, 2010 Can anything interfere with the background color?... I'm not sure what's going on there. The background color is determined by the titlescreencolor value, which is either hardcoded in the "titlescreen_color.asm" file (to a default of black), or it can be set by dim'ing a variable named "titlescreencolor". But from your description I'm guessing you haven't done that... if you can post or PM the code with the problem I can take a look. @yuppicide: RT called it right. (If he's on drugs, he's not sharing.) Have a look at the animation example! Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted September 24, 2010 Share Posted September 24, 2010 But from your description I'm guessing you haven't done that... if you can post or PM the code with the problem I can take a look. I must be on drugs. I think I stuck it in a bank I thought was empty, but it wasn't. I moved up to 32k since I was out of totally free banks and now it works. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted September 24, 2010 Share Posted September 24, 2010 OK, now this is weird. I figured out the background color problem, but I just found out that if I leave in "draw_gameselect" the color of my logo is in PAL colors. If I delete it, my colors are NTSC. Quote Link to comment Share on other sites More sharing options...
RevEng Posted September 24, 2010 Author Share Posted September 24, 2010 You probably have too many lines of bitmap data - what's your scanline count? Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted September 24, 2010 Share Posted September 24, 2010 You probably have too many lines of bitmap data - what's your scanline count? So that's what happened. I'm still playing around, so I left some of the default stuff on the screen. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted September 24, 2010 Share Posted September 24, 2010 Here's my first try: Quote Link to comment Share on other sites More sharing options...
RevEng Posted September 24, 2010 Author Share Posted September 24, 2010 Wow... That's really pretty! Quote Link to comment Share on other sites More sharing options...
yuppicide Posted September 25, 2010 Share Posted September 25, 2010 Sorry, maybe I missed it because I was at work and when I looked at the picture of the gears they all look just about the same. So, I couldn't really tell from that stacked picture. Now I see you say "the gears are animated you need to trust me". Maybe something with more contrast between frames would have done it. Quote Link to comment Share on other sites More sharing options...
RevEng Posted September 25, 2010 Author Share Posted September 25, 2010 (edited) I see that, yuppi. I also should have include example bins too, so I threw those up in the first post just now, along with an animated gif of the gears example. Edited September 25, 2010 by RevEng Quote Link to comment Share on other sites More sharing options...
yuppicide Posted September 25, 2010 Share Posted September 25, 2010 I was going to suggest .bins also 'cause I had trouble trying to compile. I probably don't have things in the right directory. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 25, 2010 Share Posted September 25, 2010 Very nice work! I just have a question: Can I use other kernels, like the lives counter, with the titlescreen one? Quote Link to comment Share on other sites More sharing options...
RevEng Posted September 25, 2010 Author Share Posted September 25, 2010 I haven't tested it with other kernels/minikernels installed, but I don't see why it wouldn't work. Quote Link to comment Share on other sites More sharing options...
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