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Cybernoid WIP


snicklin

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To take a rest from the C64 gfxs port to ZX (1:1 -> 2:1) I decided to see all screens and got the way with PMGs and when all wide just change BAK and PF2.

Because of the BAK changes in some scanlines I decided to all high have P0 on left and P1 on the right in quadruple width.

Because then there's M0 and M1 left and no use for them by now they're on the 2 add-ons (top and bottom is blank scanlines / BAK in same colour as the P0 and P1:

1566979356_statusscreen32Bytes_3_black.png.16a42af8b49f6dbeb7bf7a43ff179867.png

status screen 32Bytes _3 _black.xex

1304855781_statusscreen32Bytes_3_darkgray.png.66474c527b9aa1bab7abf3f1309d512e.png

status screen 32Bytes _3 _dark gray.xex

1840680102_statusscreen32Bytes_3_darkestred.png.b71df712af51770e5d669bbd71593c0f.png

status screen 32Bytes _3 _darkest red.xex

Of course that other colours and/or luminances could be but red to makes the difference as is also the dark gray. Black doesn't seem right if it'll be used for the add-ons. If those pixels rotate the quadruple wide Missiles (8pixels) may not look so blocky, I think.

What is your opinion / the best looking one?

 

P.s.- PM2 and PM3 are always / as before colouring those gfxs...

:thumbsup:

 

 

Edited by José Pereira
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11 hours ago, José Pereira said:

So lets say 2x more is 62screens comparing to Highway Encounter is there memory enough for the PMGs if ZX 48Kbs still more 16KBs?

There's no rule really, it's really specific to the game. I would guess it's fine for Cybernoid.

 

6 hours ago, José Pereira said:

Because then there's M0 and M1 left and no use for them by now they're on the 2 add-ons (top and bottom is blank scanlines / BAK in same colour as the P0 and P1:

it seems really wasteful to use P0/P1 for the borders. P0 and M0 could perhaps be used for the 2 balls and flickered (ball0 uses P0 then M0 on the next frame, reverse for ball1) then use P1/M1 for the ship.

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19 hours ago, rensoup said:

There's no rule really, it's really specific to the game. I would guess it's fine for Cybernoid.

 

it seems really wasteful to use P0/P1 for the borders. P0 and M0 could perhaps be used for the 2 balls and flickered (ball0 uses P0 then M0 on the next frame, reverse for ball1) then use P1/M1 for the ship.

Not wastefull because you really need it to have the game running using ZXs narrow mode 32Bytes wide screen.

For example in level_1 all of the screens have wide areas (all horizontal or just parts) so we need to change BAK colour and a 2nd the PF2 to have those scanlines because PMGs aren't enough:

867866896_Cybernoid2ZX_level1map_cleaned_1.png.2f561f13294e1eabd664954fc30dfd87.png 150824869_Cybernoid2ZX_level1map_cleaned_2.png.87ecd9cc9eed23d203a63eec0f27be85.png 581716731_Cybernoid2ZX_level1map_cleaned_3.png.d00ef76da25f36633e73e7c8ba0c1e21.png 429970384_Cybernoid2ZX_level1map_cleaned_4.png.c83ac7fd76a885ec812e632125f8141d.png 379276332_Cybernoid2ZX_level1map_cleaned_5.png.2048d5c4727ecc226ef42368323efb24.png 696204267_Cybernoid2ZX_level1map_cleaned_6.png.c2212479b41d0e7bc20471be8eee4f5a.png 1285735399_Cybernoid2ZX_level1map_cleaned_7.png.443684babdc34528de4390e9373c44d3.png 1216284017_Cybernoid2ZX_level1map_cleaned_8.png.ef04cc8a5df1f5ab069252a06ba0237a.png 410951205_Cybernoid2ZX_level1map_cleaned_9.png.77d5439507c2250a7df3712b4da0f482.png 1768363887_Cybernoid2ZX_level1map_cleaned_10.png.94f2eb6fefddf220a7de318eee78f4b7.png 845657361_Cybernoid2ZX_level1map_cleaned_11.png.f6bd7ee4f7605311da03d5b77ed1e8e7.png 1285735399_Cybernoid2ZX_level1map_cleaned_7.png.443684babdc34528de4390e9373c44d3.png1581912402_Cybernoid2ZX_level1map_cleaned_12.png.991356829e9ee346f46edcee3a614c07.png 2013446714_Cybernoid2ZX_level1map_cleaned_13.png.a627c0ec25ff4c6ceb69a6536c14d574.png 1144323752_Cybernoid2ZX_level1map_cleaned_14.png.23849f069a2e25e2d070a392eea4a9d9.png  77692256_Cybernoid2ZX_level1map_cleaned_15.png.22b7a0434778e0ea35f4758d6bc0df56.png

 

Is mostly the ground but on ZX there's also the yellowish line gfxs so another PFs DLI to set on this level is on screen_2):

1074365414_wavestypeline.png.04ac4940ffc5894defae755d55d56674.png

On my screen is there the possibility for the eyes gfxs not all wide but is the same need because is more than PM2 & PM3 width. The same is for the BAK and PF2 DLIs but at the passage we then apply PM2 so that when our ship (exampled there) goes over it mantains colours or any other enemys:

333080179_statusscreen32Bytes_3_darkestredPFsonly.png.f9cfda8d9147f7d422a1bd8543f911e0.png -> 2117422470_statusscreen32Bytes_3_darkestredPMGsonly.png.31b248272ef26df4021e1ca79a7a08c1.png

 

The idea is just changing the hi-res ZX to C64 middle-res and port directly / exactly the Z80 -> 6502 code.

The PMGs are static and for each screen so just some KBs more. Here the circular moving add-ons have the M0 and M1 on them just because thesee Missiles aren't need for anything else so if memory and cpu allows that is just a little code adding to the original.

 

Also Missiles couldn't be added to the correspondant Players because they are in quadruple width so too blocky to be used on the nice defined 3colours ship.

 

Having seen all levels screens I can assure all of you that exactly the same gfxs on the same places of the ZX version can be. So per each screen is just do the DLIs and PM2 and PM3 are enough to cover/colour those diferent gfxs.

 

 

Edited by José Pereira
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5 hours ago, José Pereira said:

Not wastefull because you really need it to have the game running using ZXs narrow mode 32Bytes wide screen.

For example in level_1 all of the screens have wide areas (all horizontal or just parts) so we need to change BAK colour and a 2nd the PF2 to have those scanlines because PMGs aren't enough:

I don't mind colored bars outside the playfield personally (and I'm sure others would vociferously disagree)

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56 minutes ago, rensoup said:

I don't mind colored bars outside the playfield personally (and I'm sure others would vociferously disagree)

I would also think is a waste  beeing outside but in this particular game and levels screens the way they're done that on A8 to add some more needing colours on certain gfxs is the only way.

The idea is, and me the one that can say it just because of all the games I worked with @mariuszw but also familiar with other directly Z80 ports to 6502, is add PMGs where they're really necessary. And this is in and/or outside.

Here using priority_0 you can't do much, or any, with PM0&1. All those gfxs can be coloured/ored with only PM2&3 settled in quadruple width then the other two makes the game looking similar colouring the sides borders (or without these will be not equal all high/on all the scanlines because BAK register needs some changes down the screen(s).

Edited by José Pereira
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  • 2 weeks later...
On 10/1/2022 at 11:53 PM, rensoup said:

I don't mind colored bars outside the playfield personally (and I'm sure others would vociferously disagree)

Reminded me on this morning when was waking up:

skyscraper.png.f2b17333c84ce2007c9e2e7e77fd9bee.png

On Skyscrapper we used P2 & P3 for the two sides blue while four vertical lines light blue are made of the 4Missiles in 5th Player mode taking the PF3 colour (that is not in-use on main playing area as is in bitmap mode so no PF3).

Down across the screen we can freely change BAK and PF2 (you can see that on the gfxs there's only 2colours per scanline(s) as the game is in narrow mode 32Bytes wide screen.

PF0 and PF1 aren't seen because they're 2grays that with BAK you get the different colour(s) in 3luminances of the correspondant colour(s) using priority_0 for the floors.

 

See, the PMGs can be really usefull to cover the sides borders and the only way to get a nice display and make things possible.
:thumbsup:

 

Edited by José Pereira
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Moving things on... and am in the construction of all tiles C64 -> ZX in 2:1 ratio with all the screens then adding PM2&PM3 (so the sides will be couvered with P0 & P1)...

Also, think I got a more 'into the game feeling' colour for borders (that can still be usefull if the add-ons use those Missiles) that is the darkest blue cyan colour_9:

100166913_statusscreen32Bytes_4_darkestbluecyan.png.c63fc362f847bfe8808954307371168b.png

status screen 32Bytes _4 _darkest blue cyan.xex

 

 

:P

Edited by José Pereira
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Still messing with things and expect to have something more next week (almost completed gfxs, PMGs,...) but by now just wanna ask for NTSC people with real machines to load and show here the screens of this:

comparation.png.f3794430ad5a7a72090f845997c28f73.png

tiles PF2 & PF3 different.xex

 

Here is using Altirra PAL and what I want to get is the brown(s) looking on NTSC.

On PAL brown is same for colour 1 (top) and F (bottom) but what about NTSC?

Thanks.

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Ok. so adding tower (still not reworked the middle part) with PMGs over:

tiles PF2 & PF3 different.xex

-> Altirra _default PAL palette:

1765444306_defaultPAL.png.f24aa2431b3acd036b79bdd543c32d89.png

-> Altirra _authentic NTSC palette:

13100936_AuthenticNTSC.png.b081e4e569929357e000cddd79b0ffd3.png

 

So regarding PAL be the two browns equal and following Altirra then in NTSC is the two the same but a pale green/yellow instead?

So if PAL A8 palette is always said that it only has 120/240colours then NTSC is the same so A8 hasn't really 128/256colours?

Seems almost sure not true.

:thumbsup:

 

Edited by José Pereira
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Some more gfxs (including the large width plant):

2027814218_tiles17_10onMorning.png.334b36dfa5b378663774e076a7ce0f04.png

tiles PF2 & PF3 different.xex

 

The PMGs applied on the gfxs are possible for the different screens of the game using PM2 & PM3.

Also P0 & P1 darkest blue cyan colour9 for the borders with M0 & M1 for our ship flying around add-ons.

 

The most difficult is that ZX has some more and different gfxs but also a couple are in different sizes (smaller) so I'm using the CPC ones (similar to ZX as screen of the game is also in 32Bytes width) but because is in 16colours per char need some rework to ours 4colours (or 5th PF2 -> PF3 charmode).

:thumbsup:

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5 hours ago, José Pereira said:

(also good for me to analize them together to see colours,...)

So now I'm not happy with the colours of the enemys bullets because they're exactly the same colours as on gfxs:

1068074106_level_2line2_4.png.b4f18a74ea111b999bf51f01f042ece4.png

There's no PMGs to have other colours so what? Thinking on having them more white with cyan (together with blue) leaving the dark blue will make them less of the same and lightest...

Something like this:

319764731_level_2line2_4lightestbullets.png.f62f3ed47b5e0d4e29faef93e019e6e9.png

level_2 line2_4 lightest bullets.xex

Our shots are linear and enemys are more 'circle type' so this seems the best solution, isn't it? Them lightest vs ours white will still make the diference, I think.

:thumbsup:

 

 

Edited by José Pereira
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