Aloan Posted September 21, 2015 Share Posted September 21, 2015 (edited) in Texas Chainsaw Massacre, the char is bigger than the allowable width of 8 bits (8 color clocks) - but the extra are on his chainsaw. how did they do it? when I press Alt + Z player0 becomes invisible, meaning it is its whole sprite!!? I've seen this also on another game (I don't remember which one now) Edited September 21, 2015 by Aloan Quote Link to comment Share on other sites More sharing options...
Kiwi Posted September 21, 2015 Share Posted September 21, 2015 Dolphin is going to blow your mind too. Which the sprites are 2x, but shift over 1 clock to make it appear high resolution. Texas Chainsaw Massacre likely change the player size to x2 size midway down his body to draw the chainsaw. And then back to x1 size to draw his leg. Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted September 21, 2015 Share Posted September 21, 2015 Change NUSIZ0 so the player is 2x in size for the few scanlines of the chainsaw, then changing it back to 1x in size after the chainsaw. Quote Link to comment Share on other sites More sharing options...
Aloan Posted September 21, 2015 Author Share Posted September 21, 2015 (edited) haha, amazing trick! thank youss another easy question about multiple players on the same scan lines I've noticed that Player0 can have 2 more clones to its right as long as there is a gap (its own width) in between! the question is: Are 3 Player0s the max for each of the vertical scan lines it occupies? (as I understand down its feet we can create more clones) (thanks for the speeding answers) Edited September 21, 2015 by Aloan Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted September 21, 2015 Share Posted September 21, 2015 Activisions Boxing uses the same trick, though it uses 1x, 2x and 4x. 4x is only used when the boxers' arms are fully extended. 1 Quote Link to comment Share on other sites More sharing options...
Kiwi Posted September 21, 2015 Share Posted September 21, 2015 haha, amazing trick! thank youss another easy question about multiple players on the same scan lines I've noticed that Player0 can have 2 more clones to its right as long as there is a gap (its own width) in between! the question is: Are 3 Player0s the max for each of the vertical scan lines it occupies? (as I understand down its feet we can create more clones) (thanks for the speeding answers) There can be 2 clones, or 3 clones with each with fixed gap. To get more, you would have to use that trick that Galaxian did by strobbing a register to reposition the sprite over a few space to the right right after the sprite has been drawn. Quote Link to comment Share on other sites More sharing options...
Aloan Posted September 21, 2015 Author Share Posted September 21, 2015 I see! Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted September 21, 2015 Share Posted September 21, 2015 To create more clones you need to strobe RESP0 and/or RESP1. Over at MiniDig on the Tricks page you'll find a link to this explanation. Omegamatrix has a really good handle on the RESPx trick and is using it to draw all the balloons in Circus AtariAge. Which makes for a significant improvement over the original Circus Atari: Quote Link to comment Share on other sites More sharing options...
Aloan Posted September 22, 2015 Author Share Posted September 22, 2015 oh that is a fabulous improvement!!! Quote Link to comment Share on other sites More sharing options...
iesposta Posted September 22, 2015 Share Posted September 22, 2015 In batari Basic I make 9 pixel sprites by placing the player's missile beside it. You can only have a missile as a 2 scan line tall dot or taller, and it is the same color as the player (including changing color going down), but with design it works. 1 Quote Link to comment Share on other sites More sharing options...
Aloan Posted September 23, 2015 Author Share Posted September 23, 2015 (edited) well just as I thought I was done, along comes 2 flabbergasting games and their trickery: Congo Bongo's amazing playfield and Crossbow's different colors per scan line!!! In Congo Bongo as I disabled everything (the players, the missiles and the ball) and kept the playfield, and it still was left as a complex drawing and had all these colors to it! how was that done? and in Crossbow, it had the cloning player trickery but on the same scanline it has different colors! how did they do that? Edited September 23, 2015 by Aloan Quote Link to comment Share on other sites More sharing options...
iesposta Posted September 23, 2015 Share Posted September 23, 2015 Congo Bongo does a playfield color register change while it is being drawn across the screen. PF is all green across the top. Then PF orange changes to dark green. The background color is all yellow. The ball object and the two missiles are moved right each scan line for the top of the steps, then repositioned for the next one down, one of the missiles is also skewed for the dark platform and the waterfall at the bottom right. Crossbow just changes the player0 and player1 shape data and color data after they are drawn the first time to what they are drawn the second time on the right. Quote Link to comment Share on other sites More sharing options...
Aloan Posted September 23, 2015 Author Share Posted September 23, 2015 thank you for the juicy info!!! I was also looking at Sneak and peek and was marveled at what they accomplished there too! they used missiles to make the house's rooftop look high resolution - but what puzzles me is they used on of the players to create the smoke!!! and the pathway which strays off to the side more than the allowable 8 bits! I am guessing it is the same trick they did to make the chainsaw of the very first pic above! - Sneak and peek has some amazing graphics for the intro! Quote Link to comment Share on other sites More sharing options...
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