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Wich one of these two Prince of Persia you prefer?


José Pereira

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

39 members have voted

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

    • PC original looking
      6
    • C64 remake looking
      33

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Oops, wrong.

-> The Missiles quadruple width are in the two large letters and there's still two Missiles to use.

-> The two Players taht gets the Yellowish/Lighest Brown are two players.

 

And there's still, the same, two players not used.

 

Almost ;)

 

But, as you might see, it's an easy task to have the screen the right way.

Someone working on the main title?

 

Emkay I was just using my free Night times to play with these things...

You know that I am not into Tittle/Loading screens...

 

:)

You've just offered yourself to get these two 'blah, blah' screens, the Tittle and the Intro (Jaffar and the girl) :D

 

 

Untill there I'll be doing other things ;) ...

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Emkay I was just using my free Night times to play with these things...

You know that I am not into Tittle/Loading screens...

 

 

5 Minutes edit ;)

 

 

:)

You've just offered yourself to get these two 'blah, blah' screens, the Tittle and the Intro (Jaffar and the girl) :D

 

 

Untill there I'll be doing other things ;) ...

 

Let's see. I'll try to get the best out of G2F ...

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While on the jump, here a quick change to more "persian" colours....

 

post-2756-0-58821000-1319104580_thumb.png

 

And one with lots of 'more random colours' :

post-6517-0-68692800-1319104972_thumb.png

 

 

 

 

EDIT:

Will need to Multicolour the two PLayers on the right Lines to get Yellow...

 

 

Those greens are no funny ;)

 

That's what I am expecting you.

If you want to give a try, the screens needed are:

post-6517-0-39078300-1319115599_thumb.png

post-6517-0-45144100-1319115621_thumb.png

post-6517-0-37926600-1319115640_thumb.png

 

About this screen:

post-6517-0-81327600-1319115661_thumb.png

We already have this great conversion by MrFish and would be a waste of time:

post-6517-0-87231100-1319115702_thumb.png

 

Now it's up to you...

I'll better go into other things ;-)

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I've had another idea...

As we couldn't have DLIs. during loading (normally) I used the MrFish Hi-Resolution 'Prince of Persia' Letters Logo and in GR.8 Bitmap Mode (that with no DLIs. to not have troubles/DLIs need for multiple Charsets) I get this with just the 4PMs. (No DLIs.):

post-6517-0-05379400-1319124847_thumb.png

This one can be used during loading times and then it will show those normal/traditional PoP pictures...

Of course this certainly need an artist but it is like this as there aren't DLIs. nor PMs re-use.

Edited by José Pereira
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Because the tool didn't show any error, I saved over the main file and the backup file, so the work is lost....

 

poptxt1.zip

 

Here the data file.

 

It doesn't make sense to redo from scratch, because it's an error the tool has produced, doing the same again would result in the same error...

Edited by emkay
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Here the cutscene, just using some DLIs.

It's depending on the used programming routines, how much more colours we could get...

post-2756-0-79801200-1319137995_thumb.png

Very nice Mario.

BTW, I like MrFish and José efforts too.

 

Really, the final approach of the picture depends on the used methods for animating the objects.

The upper and lower part, where no sprites move, could stay in charmode....

Or we use some colour kernel there, doable with G2F, but depending on the usage of graphics or charmode for the object.

Edited by emkay
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Here the cutscene, just using some DLIs.

It's depending on the used programming routines, how much more colours we could get...

post-2756-0-79801200-1319137995_thumb.png

Very nice Mario.

BTW, I like MrFish and José efforts too.

 

Really, the final approach of the picture depends on the used methods for animating the objects.

The upper and lower part, where no sprites move, could stay in charmode....

Or we use some colour kernel there, doable with G2F, but depending on the usage of graphics or charmode for the object.

 

 

Hi, thanks.

Forget that.

 

 

You can have it like this on the girl and Jaffar (that Jaffar would turn into Prince on the Ending scene) lines:

One PM for overlay each (no problem as the guy would be masked by Pillar) and then have two PMs free for the those Lillac/Blues Floor Bed.

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The thing with "loading"... the game in all likelihood would be a tight fit into 320K RAM.

 

The preferred media by far would be 1 MB cart for 64K RAM system, much wider audience possibility.

Doing both types would be a right pain since you've got totally different bank size and mapping.

 

But that "loading" screen would go well with a credits roll beneath it.

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The thing with "loading"... the game in all likelihood would be a tight fit into 320K RAM.

 

The preferred media by far would be 1 MB cart for 64K RAM system, much wider audience possibility.

Doing both types would be a right pain since you've got totally different bank size and mapping.

 

But that "loading" screen would go well with a credits roll beneath it.

 

 

What? With a scroll like in Arkanoid?

And it is possible the picture and then at bottom some scanlines with horizonatl scrolling enabled during Loading?

 

 

 

Just curious, as it really should be 64Kb. for all and use a cart.

This is, probably, the thng that coders should think...

A stock machine for all and use the cart for improvements...

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Nice efforts :) However I'd prefer "close to original title screen" :)

 

No problem, the original would be, more or less, used.

That are just a proposal for an A8 Loading screen (just because of A8 Loading screens limitations).

 

 

Even on a cart version this last one can be used... It's just one more screen that would go weel with some nice Music.

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If it's "64K for all on cart" then there's no loading delay, so no need for a load screen.

 

Like I said, it'd go well for a credit roll. Those things are best done either fade in/out, or multiline vertically scrolled.

 

And I should probably back out of the "320K RAM" comment, probably more like 512K. 320K might be possible if each level was individually loaded though.

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Nice efforts :) However I'd prefer "close to original title screen" :)

 

I aswell. But every fun doing this gets destroyed.... everytime.... by the bugs in the tools.

It simply doesn't make sense, when a tool has more restrictions than the used hardware.

But, as you may see at the "cutscene" , the colours get closer to the needed style... aka..."persia"...

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"Close to the original" here too, but that effort shouldn't go to waste.

 

Like the C64, I think retaining the look/feel of the other versions is the proper thing to do, but inserting that extra graphic with a credit roll or something won't drastically alter things.

 

Additionally, since the 1 MB cart can be utilised, nothing wrong with having some of the digitized effects from the Amiga and higher versions, even if it's only limited to things like falling/getting spiked.

Edited by Rybags
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