+splendidnut Posted March 21, 2021 Share Posted March 21, 2021 Yes, those do look better. What colors did you use? Quote Link to comment Share on other sites More sharing options...
Bomberman94 Posted March 21, 2021 Share Posted March 21, 2021 1 minute ago, splendidnut said: Yes, those do look better. What colors did you use? Dark green(ish) colors for mountain and blue for water. Quote Link to comment Share on other sites More sharing options...
Bomberman94 Posted March 21, 2021 Share Posted March 21, 2021 Here for your reference same colors but not „interlaced“ (maybe colors could be distinguished better): 1 Quote Link to comment Share on other sites More sharing options...
+splendidnut Posted March 21, 2021 Share Posted March 21, 2021 I need to know what the 4 color values are Quote Link to comment Share on other sites More sharing options...
Bomberman94 Posted March 21, 2021 Share Posted March 21, 2021 Just now, splendidnut said: I need to know what the 4 color values are Apart from what I can see on top - how can I figure out this? Quote Link to comment Share on other sites More sharing options...
+splendidnut Posted March 21, 2021 Share Posted March 21, 2021 The numbers at the top show the currently selected color (left 2 digits) and its value (right 2 digits). But it only shows one at a time. There are 4, two background and two foreground colors. The fire button rotates thru them. From your screenshots, I can see that you set color 1 to 92. Quote Link to comment Share on other sites More sharing options...
Bomberman94 Posted March 21, 2021 Share Posted March 21, 2021 2 minutes ago, splendidnut said: The numbers at the top show the currently selected color (left 2 digits) and its value (right 2 digits). But it only shows one at a time. There are 4, two background and two foreground colors. The fire button rotates thru them. Here we go: 00 00 20 01 00 92 02 00 78 03 00 58 ... sorry didn’t know that. As it seems that I can change every value separately, I will play the next days with the values and see if I find better ones ? 1 Quote Link to comment Share on other sites More sharing options...
Bomberman94 Posted March 22, 2021 Share Posted March 22, 2021 OK best i found are these values: 00 00 42 01 00 91 02 00 07 03 00 26 Important for me was: water should be blue and mountain and pathes should have a nice and fitting brown tone. Here are some screenshots - I „real“ they look a bit different. What do you think? Quote Link to comment Share on other sites More sharing options...
Bomberman94 Posted March 22, 2021 Share Posted March 22, 2021 ... and here without „interlace“ (= right difficulty is „b“). 1 Quote Link to comment Share on other sites More sharing options...
+splendidnut Posted March 22, 2021 Share Posted March 22, 2021 Yes, that's more how it should look. Here's a hacked binary of the player movement version with those colors:congo_poc_PAL60_20210322_hacked.e7 Although Stella 6.5.2 has it bit darker (My PAL color settings must be off): 1 Quote Link to comment Share on other sites More sharing options...
+Al_Nafuur Posted March 22, 2021 Share Posted March 22, 2021 that's what it looks like on my PAL TV (in real the colors are darker than it seems on the picture) : The picture is the same no matter if the right difficulty switch is set to A or B 1 Quote Link to comment Share on other sites More sharing options...
+splendidnut Posted March 22, 2021 Share Posted March 22, 2021 Yeah, the version that let's the player move around doesn't include the "alternating color interleave" kernel. I wanted to save space/complexity until I got all the sprite stuff figured out. Quote Link to comment Share on other sites More sharing options...
Bomberman94 Posted March 23, 2021 Share Posted March 23, 2021 (edited) Here’s a picture captured from my TV: Edited March 23, 2021 by Bomberman94 Quote Link to comment Share on other sites More sharing options...
Bomberman94 Posted March 23, 2021 Share Posted March 23, 2021 22 hours ago, splendidnut said: Yeah, the version that let's the player move around doesn't include the "alternating color interleave" kernel. I wanted to save space/complexity until I got all the sprite stuff figured out. ... but at the end you will include the „alternating color“ magic? I think the graphics looks far better this way ? Quote Link to comment Share on other sites More sharing options...
Bomberman94 Posted April 22, 2021 Share Posted April 22, 2021 @splendidnut: any news on this very promising version of Congo Bongo? ? Quote Link to comment Share on other sites More sharing options...
+splendidnut Posted April 23, 2021 Share Posted April 23, 2021 I'm currently in the processing of getting things working again after playing around with different bank-switching schemes. E7 -> 3EP -> DPC+ I went down the path of creating a sprite blitter to draw the sprites into RAM buffers for display. BUT, I was having trouble finding a bank-switching scheme to easily support doing that. I found that the RAM layout in the E7 bank-switching scheme was too limited for what I wanted to do. I played around with 3EP to the point where I had everything switched over and working, but discovered that the standard Harmony doesn't have any support for it. So I after some consideration, I started switching things over to DPC+. That was a while back... I walked away for a bit, leaving it in a bad state. Just this past weekend, I got things kinda working in again. Currently, the level display is working, but the player isn't; he's upside down (easy fix)... and he can't seem to find the ground anymore. (which are all things caused by switching between banking schemes) At this point, I'll probably throw out the sprite blitter, since it will no longer needed with DPC+. I can just store the sprites in the Display Data RAM/ROM area and use the Data Fetchers. Also, adding back in the "alternating color" magic should be relatively easy now. We shall see... That's the gist of where this is at. Currently... a slow simmer. 3 Quote Link to comment Share on other sites More sharing options...
orange808 Posted April 23, 2021 Share Posted April 23, 2021 Very nice. Looks like you would be able to do Marble Madness with that technique as well. 1 Quote Link to comment Share on other sites More sharing options...
+splendidnut Posted April 23, 2021 Share Posted April 23, 2021 Somewhere there's a prototype of Marble Madness using a technique similar to this. Oh, that was easy to find: 1 Quote Link to comment Share on other sites More sharing options...
Bomberman94 Posted September 4, 2021 Share Posted September 4, 2021 No Congo Bongo news? ? Quote Link to comment Share on other sites More sharing options...
+splendidnut Posted September 10, 2021 Share Posted September 10, 2021 Some work has been done: I figured it was time to start my own topic about it. 4 1 Quote Link to comment Share on other sites More sharing options...
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