+MrFish Posted December 6, 2018 Share Posted December 6, 2018 (edited) Hi-res has an Interesting effect that looks pretty decent using composite/artifacting (tested with a real monitor too) on NTSC; PAL doesn't look so good though. NTSC PAL Edited December 6, 2018 by MrFish 5 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted December 6, 2018 Share Posted December 6, 2018 (edited) Here's the same hi-res screen using a diffusion dither. Not as many perceived levels of gray, I think. Also, artifacting will not look good at all, on either NTSC or PAL, since the diffusion dither produces inconsistent dot spacing; but, overall, the gray levels transition smoother here. [Graph2Font & XEX included] Limbo bw - diffusion.zip Edited December 6, 2018 by MrFish 4 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted December 6, 2018 Share Posted December 6, 2018 (edited) ..not needing the eye cancer causing transitions as in the C64 version. I wouldn't go that far, but the background dithers do not look very good on the C64 version. Edited December 6, 2018 by MrFish Quote Link to comment Share on other sites More sharing options...
+Stephen Posted December 6, 2018 Share Posted December 6, 2018 Have you ever realized that most of your entries point so something like trolling? I see, you're a subscriber. I wonder, if you only "subscribe" to get a right for trolling? Of Course , I'd also like to see a game, using gr. 9 that way. But people want to have that "hires" touch. And this time I'm on that point (given by the Atari's specs) that it is possible to have a well rendition of this game , if PMg is used well, underlaying Antic F. But you guys only live in your own pre-rolled world, as it seems. Most of my posts point to trolling? You have serious mental issues. I never shit on other people's works. Never say things are not possible. When pushed, I'll provide code. You do absolutely nothing, contribute no code, no examples, and do nothing but discourage people. Just piss off. 1 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted December 6, 2018 Share Posted December 6, 2018 (edited) And here's a 4 color 160 pixel version for comparison. [Note: Not much editing here; mainly a quick conversion.] Limbo 160.xex Edited December 6, 2018 by MrFish 7 Quote Link to comment Share on other sites More sharing options...
Yaron Nir Posted December 6, 2018 Author Share Posted December 6, 2018 Guys, please dont fight on my thread, everyone is welcome and entitled for an opinion as long as it with respect for the others. If you cant help it then as the bouncer in the club says: please take it outside (if this thread).... Thank you 1 Quote Link to comment Share on other sites More sharing options...
emkay Posted December 6, 2018 Share Posted December 6, 2018 You do absolutely nothing, contribute no code, no examples, and do nothing but discourage people. Just piss off. Did you write that while watching the mirror? What have you done on the development side? Quote Link to comment Share on other sites More sharing options...
emkay Posted December 6, 2018 Share Posted December 6, 2018 Guys, please dont fight on my thread, everyone is welcome and entitled for an opinion as long as it with respect for the others. If you cant help it then as the bouncer in the club says: please take it outside (if this thread).... Thank you I'd add to that. But every time I write something, they get personal. From the point that I know what the machine could do, I presume something can be done and something can not be done. Not sure about their real life problems. Quote Link to comment Share on other sites More sharing options...
ivop Posted December 6, 2018 Share Posted December 6, 2018 (edited) I'd add to that. But every time I write something, they get personal. From the point that I know what the machine could do, I presume something can be done and something can not be done. Not sure about their real life problems. Emphasis mine. The hypocrisy is strong with this one. Edited December 6, 2018 by ivop 2 Quote Link to comment Share on other sites More sharing options...
emkay Posted December 6, 2018 Share Posted December 6, 2018 Emphasis mine. The hypocrisy is strong with this one. Only if you put your own thoughts into other's ... Quote Link to comment Share on other sites More sharing options...
Rybags Posted December 6, 2018 Share Posted December 6, 2018 By the looks the C64 version is using sprites to achieve the layered scrolling. Not to forget, priorities in hires don't allow PMG to overlay without the PF1 luma altering the graphics. 3 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted December 6, 2018 Share Posted December 6, 2018 By the looks the C64 version is using sprites to achieve the layered scrolling. Not to forget, priorities in hires don't allow PMG to overlay without the PF1 luma altering the graphics. Yes, hi-res would be out, if the idea would be to use P/M's for achieving the foreground tree parallax. Quote Link to comment Share on other sites More sharing options...
+MrFish Posted December 6, 2018 Share Posted December 6, 2018 Cleaned up the objects in this one (crates, crow, etc.). Limbo 160.xex 6 Quote Link to comment Share on other sites More sharing options...
Yaron Nir Posted December 7, 2018 Author Share Posted December 7, 2018 Wow! Amazing Mr. Fish! Good work 1 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted December 7, 2018 Share Posted December 7, 2018 The nice thing is, I didn't even touch the background; so, only details would need editing. 1 Quote Link to comment Share on other sites More sharing options...
popmilo Posted December 7, 2018 Share Posted December 7, 2018 The nice thing is, I didn't even touch the background; so, only details would need editing. Best about it is that it leaves open option for larger soft-sprites etc. Guess conversion of gfx and drawing everything in same pixel size is benefit too. 1 Quote Link to comment Share on other sites More sharing options...
pixelmischief Posted December 7, 2018 Share Posted December 7, 2018 I need this. Need. This. 1 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted December 8, 2018 Share Posted December 8, 2018 The nice thing is, I didn't even touch the background; so, only details would need editing. I meant to say object details here. Quote Link to comment Share on other sites More sharing options...
emkay Posted December 8, 2018 Share Posted December 8, 2018 (edited) G2F is a real horrible task for editing hires. But here is some concept for programming possibilities. And, if you're not really interested in what the Atari could do, please go ahead... Let's check details of this "short" edit of about 4h.... 1. The main screen stays full in high res. 2. this time just 7 DLIS have been used, allowing a parallax effect for up to 6 layers depth. 3. Done this way, there is no active masking needed. The Spider elements could move without any bit calculations. Remember. The C64 version eventually has more details, but there is no depth scrolling. 4. THIS IS A MOCKUP, but it technically is possible with a very low CPU usage. 5. Hires has an other good part in it. By the smaller pixels, less bytes have to be moved. 6. As there is a lot CPU "power" open, there might be enough CPU time, to do midline changes in several ranges. 7. The shadows on the trees also can be done with PMg 8. The degree of visual details is depending on the action on the particular range of a level. It's all in the design. 9. And, yes, you still can have some different colored objects. You know PMg is there Edited December 8, 2018 by emkay 3 Quote Link to comment Share on other sites More sharing options...
Rybags Posted December 8, 2018 Share Posted December 8, 2018 (edited) PMG for the further away backbround stuff is an interesting idea. But not forgetting, the game needs to scroll as well. But the overall game itself - I've played it as well as Inside from start to finish including secret objects and levels probably over 10 times each so know them both really well. They are very arty games, the monochrome of Limbo and highly desaturated colour of Inside as well as the sounds help generate the atmosphere. But both games are very much scripted and "on rails". I feel that as demakes on 8-bit platforms they'd suffer and probably have poor replay value. Edited December 8, 2018 by Rybags Quote Link to comment Share on other sites More sharing options...
emkay Posted December 8, 2018 Share Posted December 8, 2018 (edited) PMG for the further away backbround stuff is an interesting idea. But not forgetting, the game needs to scroll as well. Where's the problem ? The PMg is only to adjust in the DLIs for X positions. Edited December 8, 2018 by emkay Quote Link to comment Share on other sites More sharing options...
flashjazzcat Posted December 8, 2018 Share Posted December 8, 2018 Your mockup looks really good - I like it. Definitely this approach or the 16-shades GTIA mode. Both show off the A8's capabilities to best effect. 1 Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted December 8, 2018 Share Posted December 8, 2018 (edited) Where's the problem ? The PMg is only to adjust in the DLIs for X positions. expanded players and missiles cover the screen at quad width ((8+2) * 4 * 4) = 160 double width = 320 pixels so if it is scrolled by adjusting the X positions, nothing is free to 'bring in' the new data the compromise would have to be narrowing the width of the displayed area yet there is still the issue that each controllable PM pixel is 8 hi-res pixels so they can't be clipped on the right and left edges of the display how do you propose this is handled? Edited December 8, 2018 by Wrathchild Quote Link to comment Share on other sites More sharing options...
Rybags Posted December 8, 2018 Share Posted December 8, 2018 One thought I had was narrow mode - but then there'd still be the need to use 2 PMs to mask the movement of the ones at the sides. Quote Link to comment Share on other sites More sharing options...
emkay Posted December 8, 2018 Share Posted December 8, 2018 expanded players and missiles cover the screen at quad width ((8+2) * 4 * 4) = 160 double width = 320 pixels so if it is scrolled by adjusting the X positions, nothing is free to 'bring in' the new data the compromise would have to be narrowing the width of the displayed area yet there is still the issue that each controllable PM pixel is 8 hi-res pixels so they can't be clipped on the right and left edges of the display how do you propose this is handled? For the "waving" background, you don't need to put all PM in a scanline. It is sufficient to add a DLI for the background color ans to do the waving for the needed height . The Screenshot uses 2 Players and the 4 missiles for the effect. This leaves the 1 Player for the "eyes" and the 2nd player for the "vertical" bar. Quote Link to comment Share on other sites More sharing options...
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