+sgrddy Posted February 21, 2019 Share Posted February 21, 2019 Something I did a few years ago. It doesn't do anything. Just a screen to see what it would look like. kidicarus.bas.a78 kidicarus_bin.bin 10 Quote Link to comment Share on other sites More sharing options...
CrazyChris Posted February 22, 2019 Share Posted February 22, 2019 One of my favorite games. See the flash game in my signature! 1 Quote Link to comment Share on other sites More sharing options...
+sgrddy Posted February 23, 2019 Author Share Posted February 23, 2019 One of my favorite games. See the flash game in my signature! That's really cool. I wonder how the big N doesn't pounce on them. If I was better at 7800 basic, I'd make it so that he could move around and shoot. 1 Quote Link to comment Share on other sites More sharing options...
Jinks Posted February 23, 2019 Share Posted February 23, 2019 That's really cool. I wonder how the big N doesn't pounce on them. If I was better at 7800 basic, I'd make it so that he could move around and shoot. The controls on nes icarus sucked. The concept seemed cool. Quote Link to comment Share on other sites More sharing options...
DracIsBack Posted February 26, 2019 Share Posted February 26, 2019 Is there a BIN? Quote Link to comment Share on other sites More sharing options...
R_Leo_1 Posted February 26, 2019 Share Posted February 26, 2019 (edited) I would love to see this with new drawn sprites that are scaled to the lower resolution 160A mode! Edited February 26, 2019 by R_Leo_1 Quote Link to comment Share on other sites More sharing options...
+sgrddy Posted February 27, 2019 Author Share Posted February 27, 2019 Is there a BIN? I think I can make one if I didn't before. I've been insanely busy with work and kids lately. Edit: I attached the .bin file and a .png pic to the original post. 3 Quote Link to comment Share on other sites More sharing options...
+saxmeister Posted February 7 Share Posted February 7 (edited) I know I'm resurrecting an old thread, but one of the solutions would be to make the sprites almost twice as tall and take up more of the screen. That gives a zoom effect but gives a lot of character detail. It reminds me of games on the Sega Game Gear. I added a title screen and part of the title music. Not much to look at yet, but just a concept for how it could look with "tall" graphics. JS7800 Link: https://raz0red.github.io/js7800/?cart=https://forums.atariage.com/applications/core/interface/file/attachment.php?id=1002388&key=d5c21a884d417200b6bf28cac0cd67ba (The POKEY sound doesn't work well with this file and JS7800. The music never works at first and I have to reload to hear the music.) kidicarus03.78b.a78 kidicarus03.78b.bin Edited February 14 by saxmeister 11 Quote Link to comment Share on other sites More sharing options...
+Defender_2600 Posted February 7 Share Posted February 7 9 hours ago, saxmeister said: I know I'm resurrecting an old thread, but one of the solutions would be to make the sprites almost twice as tall and take up more of the screen. That gives a zoom effect but gives a lot of character detail. It reminds me of games on the Sega Game Gear. Or, you can use 320C mode, so you don't narrow the playing field. 6 Quote Link to comment Share on other sites More sharing options...
Jinks Posted February 8 Share Posted February 8 Great now I have to do laundry. 3 Quote Link to comment Share on other sites More sharing options...
+saxmeister Posted February 13 Share Posted February 13 (edited) 320C is presenting a challenge to me to get all of the enemies colors unique enough while still having unique colors for the backgrounds. I am working on a working mockup, but am struggling with the palettes. So I worked on the 160A "normal" version with sprites and other graphics resized for the 7800's aspect ratio. (Name changed to prevent "issues") ORIGINAL GAME SCREENSHOT FOR COMPARISON JS7800 Link: https://raz0red.github.io/js7800/?cart=https://forums.atariage.com/applications/core/interface/file/attachment.php?id=1004178&key=b0f5112e01baf351e933a7051cf128cd kidicarus03.small.78b.a78 kidicarus03.small.78b.bin Edited February 14 by saxmeister 12 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted February 13 Share Posted February 13 That looks fantastic! I'd be all for a more colorful 160A/B version, personally. 4 Quote Link to comment Share on other sites More sharing options...
+saxmeister Posted February 13 Share Posted February 13 (edited) 320C is really a performance problem. I tried backgrounds with 320C and it was not performant enough to do too much, so I stuck with 320C for the foreground and 320A for the background (like many had suggested here on the forums, but when have I ever listened?). Even banners using 320C are problematic. I guess getting the cake and eating it isn't always possible. So I haven't dug into the tiling engine too much yet, but I am thinking that instead of trying to render 9 sprites of 16x16 in a row, taking those graphics and creating a couple of wide sprites by compiling the bg sprites. This may be exactly what the tiling engine does and I have missed something obvious. Attached is a very, very rough 320C. I still haven't gotten the hang of the palettes and the way that colors are rendered with the pixel pairs. It's kind of like the old Apple II and Commodore machines, but I just haven't put all the pieces together yet. https://raz0red.github.io/js7800/?cart=https://forums.atariage.com/applications/core/interface/file/attachment.php?id=1004336&key=54cd70dcfa38eb3be1f1573cc91d7a2d kidicarus_320C.78b.a78 kidicarus_320C.78b.bin Edited February 13 by saxmeister 4 Quote Link to comment Share on other sites More sharing options...
+Defender_2600 Posted February 14 Share Posted February 14 (edited) On 2/13/2023 at 8:22 PM, saxmeister said: 320C is really a performance problem. I tried backgrounds with 320C and it was not performant enough to do too much, so I stuck with 320C for the foreground and 320A for the background (like many had suggested here on the forums, but when have I ever listened?). I've written this a few times and was referring to when sprites move over the background graphics (for example with stars in Galaga), but this is not the case since the background is empty (black). In converting 16x16 sprites/tiles, both 320C and 320B modes consume same cycles (2 bpp) and consume half cycles than 160B (4 bpp), therefore both consume almost double cycles compared to 320A (1 bpp) and the same cycles compared to 160A (2 bpp). However when we convert graphics to use 160 mode, we usually use a width less than 16 pixels, for example 160B sprites/tiles, scaled down to 8x16 pixels, consume almost the same cycles as 320C 16x16 pixels. And therefore the 160A mode consumes fewer cycles than the 320C simply because the single pixel has double width and allows us to use fewer pixels (compared to the square pixel) to cover the same width of graphics. For this reason I have always thought that comparing different systems it doesn't make much sense to talk about lower resolution without specifying the aspect ratio of the pixels. With well-optimized code there have been some games that use full 320B and full 160B, so even 320C mode can be used successfully when circumstances make it an attractive option. That said, you did an excellent job with 160A mode, using 12x16 sprites/tiles (generally I think 12 pixel box width is the best compromise with 160 mode), also compared to 320C you have more colors and no hassle with pixel placement. So this time 160A has my vote, if you're interested. Edited February 15 by Defender_2600 3 Quote Link to comment Share on other sites More sharing options...
+saxmeister Posted February 14 Share Posted February 14 Thanks, @Defender_2600. I have read through your chart many times and something just hasn't clicked for me yet. It's my blind spot for now. Once I get it n code I'll have it. So many thanks to you (you were one of the ones I was referring to when I stated that others had given instructions on how to do 320C mode). Yeah, the 12x16 has become a happy spot for me when working with graphics instead of trying to squeeze into an 8x16 limitation. I agree with you - I think the extra palettes help out with 160 modes. I hadn't planned on doing the entire game but was trying to help show others how to make the graphics from other systems work on the 7800. Proof of concept more than anything else. But, now I have an urge to actually try something like this when I get better at coding scrolling and have more time. 2 Quote Link to comment Share on other sites More sharing options...
Atariboy2600 Posted February 14 Share Posted February 14 I LOVE Kid Icarus and I even made a crossover with Pac-Man many moons ago and YES I would LOVE to make the box art for this game once it ever being made! 4 Quote Link to comment Share on other sites More sharing options...
Cris1997XX Posted February 14 Share Posted February 14 On 2/13/2023 at 8:04 AM, saxmeister said: 320C is presenting a challenge to me to get all of the enemies colors unique enough while still having unique colors for the backgrounds. I am working on a working mockup, but am struggling with the palettes. So I worked on the 160A "normal" version with sprites and other graphics resized for the 7800's aspect ratio. (Name changed to prevent "issues") ORIGINAL GAME SCREENSHOT FOR COMPARISON JS7800 Link: https://raz0red.github.io/js7800/?cart=https://forums.atariage.com/applications/core/interface/file/attachment.php?id=1004178&key=b0f5112e01baf351e933a7051cf128cd kidicarus03.small.78b.a78 48.13 kB · 5 downloads kidicarus03.small.78b.bin 48 kB · 15 downloads Honestly, I really prefer the low-res version (These colors are not as jarring, for one thing). If you've having difficulties you could use Of Myths And Monsters' graphics, since they were made with a tiny screen in mind. The 7800's 160 modes even have slightly higher resolution! You'll just have to apply color on them Quote Link to comment Share on other sites More sharing options...
Ecernosoft Posted February 14 Share Posted February 14 On 2/20/2019 at 6:23 PM, sgrddy said: Something I did a few years ago. It doesn't do anything. Just a screen to see what it would look like. kidicarus.bas.a78 48.13 kB · 124 downloads kidicarus_bin.bin 48 kB · 86 downloads Nintendo be like: Jokes aside, WOW!!!!! Is that 160D? (160 Direct) Looks just like the NES..... but fatter..... since the atari pixel ratio is 6:7 in 160 modes... I think it looks really nice! I'd love to see this become a real thing but knowing Nintendo that might sadly not become a reality. 2 Quote Link to comment Share on other sites More sharing options...
+Muddyfunster Posted February 15 Share Posted February 15 I prefer 160 mode. 6 Quote Link to comment Share on other sites More sharing options...
Ecernosoft Posted February 15 Share Posted February 15 On 2/13/2023 at 6:26 AM, Karl G said: That looks fantastic! I'd be all for a more colorful 160A/B version, personally. 5 minutes ago, Muddyfunster said: I prefer 160 mode. what’s wrong with 320? I know artifacting but 320 is nice since: - High res - No fat pixel issue - Can fit entire screen width at once - Makes me & @PacManPlus happy plus, why not have 2 modes? Sure it takes more time, BUT…………. Quote Link to comment Share on other sites More sharing options...
+Muddyfunster Posted February 15 Share Posted February 15 14 Quote Link to comment Share on other sites More sharing options...
+Trebor Posted February 15 Share Posted February 15 1 hour ago, Muddyfunster said: I prefer 160 mode. Yes, please: 8 Quote Link to comment Share on other sites More sharing options...
+x=usr(1536) Posted February 15 Share Posted February 15 30 minutes ago, Trebor said: Yes, please: Agreed. That screenshot looks great. Definitely 160. 3 Quote Link to comment Share on other sites More sharing options...
7800Knight Posted February 15 Share Posted February 15 This Kid Icarus conversion looks incredible visually! Quote Link to comment Share on other sites More sharing options...
Ecernosoft Posted February 15 Share Posted February 15 (edited) Guys, can someone contact @Albert about giving us the option to delete posts? Edited February 17 by Ecernosoft 5 Quote Link to comment Share on other sites More sharing options...
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