TheNameOfTheGame Posted November 30, 2019 Share Posted November 30, 2019 (edited) 9 hours ago, pseudografx said: I revamped my older attempt at PoP graphics, reducing the number of colours to 4 and polishing some parts a bit. It is also adjusted a bit better to character boundaries so 5-colour mode could be possibly used. I added TIX's awesome sprite in to check the proportions. Nice, I like this look also. while waiting for the mods...(and TIX's sprite sheet!) here's another gif of what's coming shortly Sweet, looking good. Edited November 30, 2019 by TheNameOfTheGame 4 Quote Link to comment Share on other sites More sharing options...
TIX Posted November 30, 2019 Share Posted November 30, 2019 (edited) 3 hours ago, solo/ng said: @TIX's sprites = awesomeness. Thanks guys !! You keep me motivated to finish this.. Just completed the first bunch (revision 3 and final) ? Edited November 30, 2019 by TIX 3 Quote Link to comment Share on other sites More sharing options...
Yaron Nir Posted November 30, 2019 Share Posted November 30, 2019 @TIX do you work with the online sprite editor to give him the sprite data ? Or other way? Quote Link to comment Share on other sites More sharing options...
TIX Posted November 30, 2019 Share Posted November 30, 2019 Hey man long time no see ! No I send them as .png files.. 1 Quote Link to comment Share on other sites More sharing options...
Yaron Nir Posted November 30, 2019 Share Posted November 30, 2019 @TIX as I said earlier I’m glad it is you who is working on the project I have a follow up question for @rensoup, how do you parse the PMG data from the png ? what tool do you use ? 1 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted November 30, 2019 Share Posted November 30, 2019 1 hour ago, Yaron Nir said: @TIX as I said earlier I’m glad it is you who is working on the project I have a follow up question for @rensoup, how do you parse the PMG data from the png ? what tool do you use ? Tool is called Vlado Python 1 Quote Link to comment Share on other sites More sharing options...
Yaron Nir Posted November 30, 2019 Share Posted November 30, 2019 3 minutes ago, Heaven/TQA said: Tool is called Vlado Python Hahah ? Quote Link to comment Share on other sites More sharing options...
rensoup Posted November 30, 2019 Author Share Posted November 30, 2019 6 hours ago, Mclaneinc said: Not wanting to derail this but what did you do on the Snes, the nick sounds familiar.....PM if you don't want the thread diluted.. it was nothing pro, just a bunch of demos with a backup unit and photocopies of the manual ? 1 Quote Link to comment Share on other sites More sharing options...
rensoup Posted November 30, 2019 Author Share Posted November 30, 2019 (edited) 4 hours ago, patjomki said: ? Just one remark: in the last animation phase the colour of the trousers switch from blue to white. it's just different iterations, not all the sprites are done yet, there's even a bunch from the BBC version left Edited November 30, 2019 by rensoup Quote Link to comment Share on other sites More sharing options...
rensoup Posted November 30, 2019 Author Share Posted November 30, 2019 2 hours ago, Yaron Nir said: @TIX as I said earlier I’m glad it is you who is working on the project I have a follow up question for @rensoup, how do you parse the PMG data from the png ? what tool do you use ? It's just a bunch of C# functions that I slapped together. it's software sprites mostly... not that it make a difference. Well I'm just gonna run them one more time on @TIX 's new sprite sheet and then maybe I can upload that first version? 1 1 Quote Link to comment Share on other sites More sharing options...
Yaron Nir Posted November 30, 2019 Share Posted November 30, 2019 (edited) 17 minutes ago, rensoup said: It's just a bunch of C# functions that I slapped together. it's software sprites mostly... not that it make a difference. Well I'm just gonna run them one more time on @TIX 's new sprite sheet and then maybe I can upload that first version? Also, what is the widest of the prince in pixels? I see when he ducks he can be more than 8 wide pixel? Edited November 30, 2019 by Yaron Nir Quote Link to comment Share on other sites More sharing options...
mrsid Posted November 30, 2019 Share Posted November 30, 2019 20 hours ago, rensoup said: I'll probably have to go the same road as the A8 should be faster in theory but I have 4 software sprites (player enemy swords) with shifting masking and mirroring on the fly and then I apply hardware sprites for extra coloring. I'm guessing on C64 you only need to copy the frames to a dedicated sprite area (not familiar with the C64 at all) I have to copy the C64 sprites from cartridge ROM to RAM and mask them as part of that copy loop. Each sprite is a 24x21 pixel image (well 12x21 wide pixels) which are 63 bytes in size. One game character is made up of 4 sprites (in different configuration such as 2x2, 4x1 or 1x4). Quote Link to comment Share on other sites More sharing options...
patjomki Posted November 30, 2019 Share Posted November 30, 2019 2 hours ago, rensoup said: it's just different iterations, not all the sprites are done yet, there's even a bunch from the BBC version left O.k. I just wanted to make sure there aren't too many mistakes just right at the beginning. ? Quote Link to comment Share on other sites More sharing options...
patjomki Posted November 30, 2019 Share Posted November 30, 2019 19 hours ago, Tezz said: That's the main joy for me working on this platform, overcoming the limitations to get the best out of the hardware. ? This can be blessing or curse. It makes programming more fun but on the other hand you already have to consider and to know all the limitations before you start your project. So therefore I'm quite interested to see where the Antic E approach + PMGs for extra colours leads. Quote Link to comment Share on other sites More sharing options...
emkay Posted November 30, 2019 Share Posted November 30, 2019 13 minutes ago, patjomki said: ? This can be blessing or curse. It makes programming more fun but on the other hand you already have to consider and to know all the limitations before you start your project. Careful with this sentence. Once I wrote that in the past, all curses, flaming, and other bad stuff has been like a storm toward my direction 13 minutes ago, patjomki said: So therefore I'm quite interested to see where the Antic E approach + PMGs for extra colours leads. It is possible. But I wonder about the Expense of Complexity for what rensoup is including for the PMg shaping and particular masking. Quote Link to comment Share on other sites More sharing options...
rensoup Posted November 30, 2019 Author Share Posted November 30, 2019 (edited) 5 hours ago, Yaron Nir said: Also, what is the widest of the prince in pixels? I see when he ducks he can be more than 8 wide pixel? somewhere between 24-32 pixels I think ? Edited November 30, 2019 by rensoup Quote Link to comment Share on other sites More sharing options...
rensoup Posted November 30, 2019 Author Share Posted November 30, 2019 3 hours ago, mrsid said: I have to copy the C64 sprites from cartridge ROM to RAM and mask them as part of that copy loop. Each sprite is a 24x21 pixel image (well 12x21 wide pixels) which are 63 bytes in size. One game character is made up of 4 sprites (in different configuration such as 2x2, 4x1 or 1x4). ah yes of course you have to apply the mask buffer... Quote Link to comment Share on other sites More sharing options...
rensoup Posted November 30, 2019 Author Share Posted November 30, 2019 Well I still can't update the first post... so here it is: One Pop playable level! A few things: -crash at the end of the level or if you die don't continue -Like I said earlier not all the sprites are in. -right clipping not implemented for mirrored sprites -? pop191130.zip 18 4 Quote Link to comment Share on other sites More sharing options...
Mq. Posted November 30, 2019 Share Posted November 30, 2019 I cried with emotion... Thanks a lot rensoup! It's amazing. 1 Quote Link to comment Share on other sites More sharing options...
+Philsan Posted November 30, 2019 Share Posted November 30, 2019 Now I understand why you chose not to develop Sub Hunter... You had something better do to! 2 1 Quote Link to comment Share on other sites More sharing options...
www.atarimania.com Posted December 1, 2019 Share Posted December 1, 2019 This is crazy! Quote Link to comment Share on other sites More sharing options...
ndary Posted December 1, 2019 Share Posted December 1, 2019 simply Awesome!!! Quote Link to comment Share on other sites More sharing options...
xxl Posted December 1, 2019 Share Posted December 1, 2019 this may be the best atari 8bit game ever. Quote Link to comment Share on other sites More sharing options...
xxl Posted December 1, 2019 Share Posted December 1, 2019 (edited) delete Edited December 1, 2019 by xxl detele it. double post Quote Link to comment Share on other sites More sharing options...
Yaron Nir Posted December 1, 2019 Share Posted December 1, 2019 I saw the video posted on YouTube and it looks very very promising , job well done! @rensoupwhat screen mode is this? Char mode ? Bitmap mode ? i thought that the prince is combined from player missile graphics by judging the outcome , it seems as if he is a software sprite , hence now I understand why @TIXis placing all the images in a png.... make sense. so pre shifting ? Brute force how many images in mem you have prepared for this? Animation is really good. Quote Link to comment Share on other sites More sharing options...
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