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Missile0 and 1 colors


Aloan

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Atm, the side walls of this kitchen are made with the Playfield, but the table´s colors are transfering to the sidewalls. If I make the sidewalls (left and right) to be Missile0 and 1, can I trully control both their colors to be different than player0 and 1 colors, or is that not technically possible? If it isn´t then considering Player0 is multicolor, what color does Missile0 inherit from it? the top most or the lower most?
Btw, I´ll be turning the kitchen full screen as soon as I get back home, once we can not paint the background in the middle like seen here.

image.thumb.png.daf1b2e1fcb66af7016cf9773efabb09.png

Edited by Aloan
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38 minutes ago, Aloan said:

If I make the sidewalls (left and right) to be Missile0 and 1, can I trully control both their colors to be different than player0 and 1 colors, or is that not technically possible?

Player 0 and Missile 0 always share the same color (COLUP0).  As do Player 1 and Missile 1 with COLUP1.

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4 hours ago, Aloan said:

Atm, the side walls of this kitchen are made with the Playfield, but the table´s colors are transfering to the sidewalls. If I make the sidewalls (left and right) to be Missile0 and 1, can I trully control both their colors to be different than player0 and 1 colors, or is that not technically possible? If it isn´t then considering Player0 is multicolor, what color does Missile0 inherit from it? the top most or the lower most?
Btw, I´ll be turning the kitchen full screen as soon as I get back home, once we can not paint the background in the middle like seen here.

image.thumb.png.daf1b2e1fcb66af7016cf9773efabb09.png

I'm not an accomplished programmer so take what I say with lots of salt...  How are you coding the game?  ASM?  bB (which kernel)?   Since you're using the missiles for the side walls, do you have the free cycles to change the colors after/before the left and right sidewalls are drawn EVERY line assuming you're knowledgeable with ASM?   I fully admit that I don't know if there are any hidden side effects of that swap multiple times mid line other than sucking up cycles obviously.

 

Regardless, nice sprite work!  I like the way you drew the guy especially.

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9 hours ago, LatchKeyKid said:

I'm not an accomplished programmer so take what I say with lots of salt...  How are you coding the game?  ASM?  bB (which kernel)?   Since you're using the missiles for the side walls, do you have the free cycles to change the colors after/before the left and right sidewalls are drawn EVERY line assuming you're knowledgeable with ASM?   I fully admit that I don't know if there are any hidden side effects of that swap multiple times mid line other than sucking up cycles obviously.

 

Regardless, nice sprite work!  I like the way you drew the guy especially.

Thank you Latch! I am using an even easier choice than Batari basic - the easiest of them all: Clickteam´s Fusion 2.5+ Developer! a no coding game making software! so you don´t even use a programing language at all. You use condition and action eventing (like an excell sheet with predefined conditions and actions in which you have value control of)
The reason why is  I don´t code. At least I´m 75% (of a dev) by being an audio-visual guy, is because I lack the memory required to learn to code. It all gets too screambled in my head, it feels like chinese symbols and I get lost. I have tried several times to learn different languages, even the eay ones like the one used in browsers which I now forget the name (see my memory is that bad) and python or basic. Thank goodness Fusion is there to help guys like me who can draw, animate and make music. 
Because I am a 2600 fan, I´m trying to stick to the technical rules :D - let´s assume I am making a first 256k game, so memory is not a biggie hahaha.
For the moment, I will continue old school by spreading the background collor to full screen and use the missiles to make the sidewalls. I´ll show a picture once I´m done to show what I mean by stretching the bg colors and using the missiles as sidewalls only!
I´ll also make sure the stove, the fridge and the water filter are all in their respective vertical place so they are not in the same scanline. They are player1s. I might convert all or some of them into playfield graphics, so if I invite an npc in, there´ll be no flicker.
It´s that I am converting a modern game I made into 2600 style, so I am having to cut a lot of stuff from this town sim game I made.

Edited by Aloan
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11 hours ago, splendidnut said:

Player 0 and Missile 0 always share the same color (COLUP0).  As do Player 1 and Missile 1 with COLUP1.

That part I knew, thanks anyways! so the question remains: considering Player0 (the main char) is multicolor, what color does Missile0 inherit from it? the top most (it´s brown hair) or the lower most (it´s blue pants)?
btw the left wall would be a trailing quad missile0. That´s why I am questioning how it would look since player0 is multicolor.
i also wonder when i put misile1 as the right wall without a player1 being present (an npc) and paint that missile1 blue, I wonder how a multi color npc will look colorwise once it enters the kitchen :D 

Edited by Aloan
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In this screenshot (in the bedroom) I did not use missiles as walls. So the outside view, the tv set, the bed, the wardrobe and the bottom wall with the exit are made with Playfield graphics.
Then the guy player0 and his npc wife (both laying on bed) a player1. Here it all seems ok. So I may do that for all the rooms instead which makes it all easy I suppose. Then I have a 6 digit score (top right) for the time of day (6 here) and money (up to 999 dollars max)
I am also using the Atari 2600 128 color palette here so I´m sticking with purity and fidelity.
The background consists of the actual top wall, the white baseboard and the carpet.

Untitled.png

Edited by Aloan
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15 minutes ago, splendidnut said:

It does not inherit color from the player, they share the same color register.  If you draw the missile above or below the player, it can be whatever color you want it to be.  If you draw it on the same lines as the player, it will match the players color on each line it is drawn.

I guess I understand now! so say missile0 is there as a trailing static left wall... so if player0 walks up and down to the right next to the missile, its colors also change like the player, sort of a mirror effect on the trailing missile0 wall, since player0 can walk vertically in the room, its colors will be reflected (inherited into) missile0.
The same effect seen on the first screenshot where the kitchen table reflected its colors in the playfield wall

Edited by Aloan
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in this screenshot I show how the program´s editor looks! here you can see a small portion of the game map (the overworld) divided by 160x192 screens (see top left) like I said this is being converted still, so.. I got lots to do to dumb it down. The game is shift screen similar to how Superman does it to its shifting screens. All houses and buildings are enterable and all cars and vehicles (bicicles and motorbikes) are ridable. There´s also a day/night cycle which I might do away with unless I decide on a different approach to achieve that effect by changing the colors to black and whatnot.

Untitled.png

Edited by Aloan
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23 hours ago, Aloan said:

Atm, the side walls of this kitchen are made with the Playfield, but the table´s colors are transfering to the sidewalls. If I make the sidewalls (left and right) to be Missile0 and 1, can I trully control both their colors to be different than player0 and 1 colors, or is that not technically possible? If it isn´t then considering Player0 is multicolor, what color does Missile0 inherit from it? the top most or the lower most?
Btw, I´ll be turning the kitchen full screen as soon as I get back home, once we can not paint the background in the middle like seen here.

image.thumb.png.daf1b2e1fcb66af7016cf9773efabb09.png

You can paint Missile0 and Missile1 as you wish, but unfortunately, in the portion of the screen where Player0 and Player1 are located in terms of height, the missiles will be colored with the colors of player0 and player1.
COLUM0 =
COLUM1 =

Edited by kikipdph
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1 hour ago, kikipdph said:

You can paint Missile0 and Missile1 as you wish, but unfortunately, in the portion of the screen where Player0 and Player1 are located in terms of height, the missiles will be colored with the colors of player0 and player1.
COLUM0 =
COLUM1 =

Is it possible/practical to change the color stored in the register in between drawing the sprite and missile?  I'd assume that's dependent on how far away they are from each other.

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12 hours ago, Aloan said:

Thank you Latch! I am using an even easier choice than Batari basic - the easiest of them all: Clickteam´s Fusion 2.5+ Developer! a no coding game making software! so you don´t even use a programing language at all. You use condition and action eventing (like an excell sheet with predefined conditions and actions in which you have value control of)
The reason why is  I don´t code. At least I´m 75% (of a dev) by being an audio-visual guy, is because I lack the memory required to learn to code. It all gets too screambled in my head, it feels like chinese symbols and I get lost. I have tried several times to learn different languages, even the eay ones like the one used in browsers which I now forget the name (see my memory is that bad) and python or basic. Thank goodness Fusion is there to help guys like me who can draw, animate and make music. 
Because I am a 2600 fan, I´m trying to stick to the technical rules :D - let´s assume I am making a first 256k game, so memory is not a biggie hahaha.
For the moment, I will continue old school by spreading the background collor to full screen and use the missiles to make the sidewalls. I´ll show a picture once I´m done to show what I mean by stretching the bg colors and using the missiles as sidewalls only!
I´ll also make sure the stove, the fridge and the water filter are all in their respective vertical place so they are not in the same scanline. They are player1s. I might convert all or some of them into playfield graphics, so if I invite an npc in, there´ll be no flicker.
It´s that I am converting a modern game I made into 2600 style, so I am having to cut a lot of stuff from this town sim game I made.

So this is more of a 2600 demake of your existing original game then and not a 2600 hardware playable game?    I've seen similar things on youtube and enjoyed watching them (like demakes of Super Mario Bros and Mega-Man for example) trying to see if they're breaking any of the TIA rules I know, lol.   I suppose that could be a new category of games playable on modern hardware like the Gamestation Pro where you have the visual style of 2600 games but don't necessarily follow the restrictions they had (kind of a step past the cartridge enhanced games people already make with DPC+ and SC).

Edited by LatchKeyKid
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21 hours ago, LatchKeyKid said:

So this is more of a 2600 demake of your existing original game then and not a 2600 hardware playable game?    I've seen similar things on youtube and enjoyed watching them (like demakes of Super Mario Bros and Mega-Man for example) trying to see if they're breaking any of the TIA rules I know, lol.   I suppose that could be a new category of games playable on modern hardware like the Gamestation Pro where you have the visual style of 2600 games but don't necessarily follow the restrictions they had (kind of a step past the cartridge enhanced games people already make with DPC+ and SC).

Exactly that! good thing you pointed out the gamestation pro, I had forgotten about it, since I am a 2600 fan at heart and only was having eyes for the 2600+, lol... my game may be only playable on Windows though since it´s an executable (exe) file. Unless gamestation pro will accept that which I doubt. In all honesty though I don´t plan on making this specific "game" commercial. It is only for my own fun. Pigeon Pooper howerver, another game I practically finished developing the base gameplay, that I plan to sell for a couple of bucks.
But yeah I will try with a passion to stick to the rules, like the only thing that will break it is the actual "rom space" since this is a town sim, many things (screens and objects) will apear in it (remember GTA?) so the map is big and since all houses and buildings are enterable, there are the interior screens as well for each.
Yes this is a demake. I had started it as a wish to keep it 2600 but I ended up going beyond the limits and I indeed created an OFF limits version which is playable and all, but then decided to pause it, keep that apart and start the 2600-ish version, cuting all the stuff that needed to be cut :D 
This view (below) although very small, shows the whole game and its map - the black part being the interiors.
There´s also a beach and the sea part with fishes and a mermaid and all.. there´s a police station, a mall, a bar, school with children and school bus picking up and dropping children, etc... even bathrooms are enterable and interactive! yes you can use the toilet and catch the bus to ride around town :D

image.png.85ff0358f9f21ea69e31c4f954a34633.png

Edited by Aloan
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