+grafixbmp Posted October 18, 2009 Share Posted October 18, 2009 I had a few thoughts about the sprites so I figured I would through my 2 cents in. It seems the biggest problem is fitting in the needed resolution for each frame of every sprite but when dealing with the constraits of the 2600, compromises have to be made. Seems most would like to stay away from flicker. Also, many thought have been of adding the missle for 9 pixels wide sprites. And even using double width sprites but this gets rather chunky. Howabout a full compromise. I don't want to step on any toes but was wondering if anyone has thought of using all ideas for the same sprite when applicable. If 9 pixels are needed then go ahead and use a missle but if even more width is needed for specific parts of a sprite, then why not switch over to double width on-the-fly for theoes scanllines of the sprite and HMOVE to reposition. This way ONLY when more than 9 pixels are needing to be used for any given sprite then and only then should the sprite be double width. I noticed when the prince jumps. the legs need the most in terms of spance so as that for an example, I did a simple block illustration. Only thing to keep in mind is the single pixel shift when using double or quadrouple width changes. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted October 18, 2009 Share Posted October 18, 2009 If 9 pixels are needed then go ahead and use a missle but if even more width is needed for specific parts of a sprite, then why not switch over to double width on-the-fly for theoes scanllines of the sprite and HMOVE to reposition. This way ONLY when more than 9 pixels are needing to be used for any given sprite then and only then should the sprite be double width. Theoretically this is possible. But it requires ~7 additional CPU cycles. Nothing is for free. Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted October 18, 2009 Share Posted October 18, 2009 (edited) We need the missile for the sword graphics anyway... So it's not waste of rom use them for the sprites. Personally I don't care about double wide resolution, Chris and Thomas pointed that don't looks good so I'll not use 2x wide spites. The problem is, the game uses 2 scanline resolution, pushing the sprites to 2x wide resolution, the pixels looks too much blocky. What is possible to do, use a missile with fixed size - one nibble set the position, other nibble set player size. Combine the missile with player... But doesn't looks so good as using missile with size and position changes. Edited October 18, 2009 by LS_Dracon Quote Link to comment Share on other sites More sharing options...
+grafixbmp Posted October 29, 2009 Share Posted October 29, 2009 Had a question. How did you differentiate between the walls, floors, and the pillars when moving the character past them? Are you using some sort of mask to know what playfield object are diffrent from each other? Or perhaps some form of sub collision detection (checking the collision registers multiple times per frame)? Quote Link to comment Share on other sites More sharing options...
the.golden.ax Posted October 29, 2009 Share Posted October 29, 2009 How about "The Adventurer Formerly Known as Prince (of Persia)"? Then you'll just get sued by this guy. Is little Richard going as prince for Halloween? Keep up the good work on PoP. I fell in love with it on Sega CD in the early 90's it would be awesome to play this on 2600 one day. AX Quote Link to comment Share on other sites More sharing options...
cd-w Posted October 30, 2009 Share Posted October 30, 2009 Had a question. How did you differentiate between the walls, floors, and the pillars when moving the character past them? Are you using some sort of mask to know what playfield object are diffrent from each other? Or perhaps some form of sub collision detection (checking the collision registers multiple times per frame)? The collision detection registers are not used. There is a mask for each playfield position, which has the following values: 00 = Ignore (for spaces and pillars) 11 = Wall 10 = Door (need to check if open or closed) 01 = Final Door (for finishing the level) Chris Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted December 4, 2009 Share Posted December 4, 2009 I'm converting the guardian sprites to the 2600, including the missile information. This rom is a sprite viewer, show some sprites and animations of the guardian, already using 12 fps (PoP timer) Move up or down to change the sprite or animation and press controller button to restart the animation. I need to finish others animations such attack and dead. SpriteViewer.bin Quote Link to comment Share on other sites More sharing options...
djmips Posted December 4, 2009 Share Posted December 4, 2009 I'm converting the guardian sprites to the 2600, including the missile information. This rom is a sprite viewer, show some sprites and animations of the guardian, already using 12 fps (PoP timer) Move up or down to change the sprite or animation and press controller button to restart the animation. I need to finish others animations such attack and dead. Hey, nice cloth physics! Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted December 9, 2009 Share Posted December 9, 2009 I'm really enjoying to draw these sprites. Finished all the guardians sprite, for who don't followed the previous posts, the characters uses missile object to compose a wider sprite. This rom display the pieces of animation. Mixing these pieces, I have the real animation, like the atached gif. SpriteViewer2.bin Quote Link to comment Share on other sites More sharing options...
KevinMos3 Posted December 26, 2009 Share Posted December 26, 2009 I'm VERY thirsty... could use some more of this to help quench my thirst. Very exciting project. Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted September 25, 2010 Share Posted September 25, 2010 Yes, I suppose 2D will look better (and RAM would be a problem anyway with 3D). Walking between the pillars isn't possible. I have two more options for "2.5D", I could only display the horizontal or the vertical parts of the 3D effect. This is one of those two options: It could be done now using DPC+ to mask out what's hidden by the pillar. As an example, I mask Frosty's on/off screen movement in DPC+ demo #4 Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted November 10, 2010 Share Posted November 10, 2010 (edited) Ouch... Times flies! My last demo is almost 1 year ago! I have good news. ALL the enemy sprites is done, Guardian, Exqueleton and Jaffar. I did The prince fight sprites too. I need to convert them to the binary, just finished now the prince sprites. You will notice some cosmetics changes (more colors such shadows and blond hair). This demo display the attack animation, didn't like it at all, it's a brute sprite, I'll work again on it. They looks different on "real hardware" and I need to care about it. The conversion to binary is very boring because the missile information, I need to write by hand line by line, each byte uses left nibble to the pixel shift and right nibble to enable and changes missile size. Each missile table uses 18 (prince) and 26 (enemy) bytes, and must to be coded in upside-down view, 2 times (one for each player facing). There are hundreds of missile table to be writen. Obviously this project worth all of it. svprince.bin Edited November 10, 2010 by LS_Dracon Quote Link to comment Share on other sites More sharing options...
cd-w Posted November 10, 2010 Share Posted November 10, 2010 Hi Ivan, Very nice - excellent work as always! There seems to be some problems with the missile display in this demo (in Stella) - it looks like the missile is being shifted too far in the lower part of the prince? Chris Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted November 10, 2010 Share Posted November 10, 2010 (edited) Tnx Chris. Yes, I have an old Stella emulator, well, not more It's the bug of "24 cicles after HMOVE". Good to know Stella is emulating it, I always forget about it Fixed Edited November 10, 2010 by LS_Dracon Quote Link to comment Share on other sites More sharing options...
+Propane13 Posted February 13, 2011 Share Posted February 13, 2011 Any updates? This project was too good to let go. -John Quote Link to comment Share on other sites More sharing options...
cd-w Posted February 13, 2011 Share Posted February 13, 2011 Any updates? This project was too good to let go. -John No further progress I'm afraid, but the project is still alive. Chris Quote Link to comment Share on other sites More sharing options...
+Propane13 Posted February 13, 2011 Share Posted February 13, 2011 Anything you guys need? -John Quote Link to comment Share on other sites More sharing options...
cd-w Posted February 14, 2011 Share Posted February 14, 2011 Anything you guys need? Just a time-machine, or a less demanding job Chris Quote Link to comment Share on other sites More sharing options...
mos6507 Posted February 14, 2011 Share Posted February 14, 2011 1 Quote Link to comment Share on other sites More sharing options...
DracIsBack Posted February 16, 2011 Share Posted February 16, 2011 PoP? Point Of Purchase? Soda POP? Oh wait ... Prince Of Persia ... Friggen acronyms! :-) Looks cool though! Quote Link to comment Share on other sites More sharing options...
Godzilla Posted February 16, 2011 Share Posted February 16, 2011 patience of priest Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted April 1, 2011 Share Posted April 1, 2011 Just an example of skeleton sprites. Hope you enjoy. Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted April 1, 2011 Share Posted April 1, 2011 Nice! Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted July 17, 2011 Share Posted July 17, 2011 I've created a animation code for my personal projects but it's flexible enough to create animations PoP like. Here's a new demo, now you can play as the Guardian. The keys (left joystick) : Left : Walk (1 step by time) Up : Block (prince attacks) Right : Your attack is blocked by the Prince Down : Get Hit Fire button : Attack. Reset : Reset position. If you walk too much to the left, the missile gfx have some problems, it's a timming problem I don't want to fix. It's not the final looking, there are things to be fixed, sprites, positions changes etc... It just to test my animation code. Looks better on real hardware, try it on your harmony cart GuardianAnimTest.bin 1 Quote Link to comment Share on other sites More sharing options...
KevinMos3 Posted July 18, 2011 Share Posted July 18, 2011 Looks VERY good. Thank you for continuing work on this. Quote Link to comment Share on other sites More sharing options...
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