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Two new conversions for the ColecoVision


opcode

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Wow, looks great. But wouldn't it be better if you use two sprites per enemy?

When I design CV sprites, I'm always careful about flicker. That's why I used the GB version of Link (which uses two sprites) instead of the NES link (which requires three sprites). By having only one sprite per enemy, I can have Link, Link's sword and one enemy lined up on the same scan lines (as demonstrated in the dungeon screenshot) without any flicker.

 

Here are two more concept screenshots... ;)

Those look great, but in the case of Moon Patrol, correct me if I'm wrong, but you could probably only scroll the backgrounds horizontally by increments of 8 pixels. Matt Patrol has smooth parallax scrolling...

 

BTW, Casio had a game for the MSX that looked a lot like Zelda...

Stone of Wisdom

Looks nice, although a bit generic... :)

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When I design CV sprites, I'm always careful about flicker. That's why I used the GB version of Link (which uses two sprites) instead of the NES link (which requires three sprites). By having only one sprite per enemy, I can have Link, Link's sword and one enemy lined up on the same scan lines (as demonstrated in the dungeon screenshot) without any flicker.

 

Hmm, that's a good reasoning, but for enemies I still prefer two sprites. Graphics look a lot better that way. Besides, after all these years, haven't you got used to flicker yet? :)

Flicker wouldn't be that bad. 48Hz is pretty stable (34Hz for two enemies, still not bad).

 

Those look great, but in the case of Moon Patrol, correct me if I'm wrong, but you could probably only scroll the backgrounds horizontally by increments of 8 pixels. Matt Patrol has smooth parallax scrolling...

 

In both games you can't have smooth scrolling. Matt Patrol graphics has too many compromises in my opinion. Its background graphics are like a 32x32 block which repeats itself endless times. Same for the moon ground. If you think about it, those mountains and cities aren't really relevant gameplay-wise, so they can move in 8 pixels increments, albeit with much better graphics (and parallax is still there), while the moon ground moves smoothly, with more variations in the terrain (as the moon ground is relevant for gameplay).

 

Eduardo

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Hmm, that's a good reasoning, but for enemies I still prefer two sprites. Graphics look a lot better that way. Besides, after all these years, haven't you got used to flicker yet? :)

Me? Get used to flicker? Never!! :P

 

In both games you can't have smooth scrolling. Matt Patrol graphics has too many compromises in my opinion. Its background graphics are like a 32x32 block which repeats itself endless times. Same for the moon ground. If you think about it, those mountains and cities aren't really relevant gameplay-wise, so they can move in 8 pixels increments, albeit with much better graphics (and parallax is still there), while the moon ground moves smoothly, with more variations in the terrain (as the moon ground is relevant for gameplay).

I guess it all comes down to a choice between smooth scrolling and graphics. I rather like Matt Patrol, from a technical and visual standpoint. :)
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Hmm, that's a good reasoning, but for enemies I still prefer two sprites. Graphics look a lot better that way. Besides, after all these years, haven't you got used to flicker yet? :)

Me? Get used to flicker? Never!! :P

 

In both games you can't have smooth scrolling. Matt Patrol graphics has too many compromises in my opinion. Its background graphics are like a 32x32 block which repeats itself endless times. Same for the moon ground. If you think about it, those mountains and cities aren't really relevant gameplay-wise, so they can move in 8 pixels increments, albeit with much better graphics (and parallax is still there), while the moon ground moves smoothly, with more variations in the terrain (as the moon ground is relevant for gameplay).

I guess it all comes down to a choice between smooth scrolling and graphics. I rather like Matt Patrol, from a technical and visual standpoint. :)

 

You know, it's always possible to have smooth scrolling on the CV. You just need to follow the ZX Spectrum path, keep the background graphics monochromatic. Do you think it is always the best solution? I create a mockup screen for a new version of Zaxxon, which would need to scroll in 8 pixels increments, and took a screenshot from the ZX Spectrum version, which has smooth scrolling (by software). Which one would you prefer?

Ok, the Spectrum version would look a bit better on the CV, with sprites for your ship and such, but still...

Same for Elevator Action, would you prefer to play it monochromatic but with smooth scrolling, or like the screenshot above but with 8 pixels scroll?

Maybe a good question for a pool... :ponder:

 

Eduardo

post-1432-1155862875_thumb.jpg

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You know, it's always possible to have smooth scrolling on the CV. You just need to follow the ZX Spectrum path, keep the background graphics monochromatic. Do you think it is always the best solution?

Well, I think having monochromatic graphics can work in certain cases. Take the mock-up I attached below, for example. This is the result of a scrolling system which I devised about two months ago, which allows for scrolling by 2 pixels horizontally. I have a pretty clear idea of how this scrolling system works, but I don't have the knowledge to turn it into a real demo ROM. :)

 

I create a mockup screen for a new version of Zaxxon, which would need to scroll in 8 pixels increments, and took a screenshot from the ZX Spectrum version, which has smooth scrolling (by software). Which one would you prefer?

Ouch... The Spectrum version can barely be called "Zaxxon"... :razz:

 

Same for Elevator Action, would you prefer to play it monochromatic but with smooth scrolling, or like the screenshot above but with 8 pixels scroll?

Maybe a good question for a pool... :ponder:

In the case of Elevator Action, I certainly wouldn't mind 8-pixel vertical scrolling, because it wouldn't hurt the gaming experience, and the same could be said for several other games. Moon Patrol was just a special case, for me anyway. :)

 

 

 

 

 

. o O (This is really turning into a battle of the mockups, isn't it?) :D

post-7743-1155866017_thumb.png

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Just a note from a VCS guy: scrolling in big chunks (8 pixels, whatever) looks smooth if you do it fast enough. This gives you at least two options:

1. have a very fast scroll (i.e., Reindeer Rescue) *or*

2. do a Thrust+-style scroll - where the screen is static until you get to the edge of the screen, then it scrolls the player, quickly, back to approx. the center.

 

This obviously won't work for something like Zaxxon or Moon Patrol, but it might work for something like Elevator Action.

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Just a note from a VCS guy: scrolling in big chunks (8 pixels, whatever) looks smooth if you do it fast enough.

It looked pretty good in my RPG engine, since the screen was full of 16 pixel tiles.

 

(I'd like to get some work done on that again, but I've had things take up a lot of my recent weekends, and I've been trying to do some cleaning up and dispersal of my Too Much Stuff)

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Just a note from a VCS guy: scrolling in big chunks (8 pixels, whatever) looks smooth if you do it fast enough.
It looked pretty good in my RPG engine, since the screen was full of 16 pixel tiles.
CV games like Bump 'n' Jump and Spy Hunter do scroll at an elegant pace. But when it's done slower, like in Destructor, it's a danger to epileptic people. Quest for Tires and 2010 aren't too bad...

 

(I'd like to get some work done on that again, but I've had things take up a lot of my recent weekends, and I've been trying to do some cleaning up and dispersal of my Too Much Stuff)
I'm confident you'll get back on that saddle eventually. :) The real question is how far you intend to go with the RPG project in the long run. As it stands now, your demo takes up quite a bit of ROM space, if I recall correctly, and there's still no fight mode sub-engine. Seems like you really need a cart that goes beyond 32K...
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Question for Opcode... I don't recall which company made it but would it be possible for the ColecoVision to handle a conversion of the arcade game "Bagman"? Always wondered why it was never made for the home consoles.

Good question. Another one that would be cool to have on the CV is Arabian. It's another fun arcade game that hasn't been ported to many home systems.

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Question for Opcode... I don't recall which company made it but would it be possible for the ColecoVision to handle a conversion of the arcade game "Bagman"? Always wondered why it was never made for the home consoles.

 

Isn't Spelunker funnier?

 

Eduardo

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Question for Opcode... I don't recall which company made it but would it be possible for the ColecoVision to handle a conversion of the arcade game "Bagman"? Always wondered why it was never made for the home consoles.

 

Isn't Spelunker funnier?

 

Eduardo

 

Yup.. Spelunker looks interesting (same style of game)... it's just that Bagman was a blast to play in the arcades.

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Are disk based games generally a problem? Else I'd think having Beach Head converted to the Coleco would also be very cool :cool:
Looks a lot like SubRoc to me...

 

Yesterday I wrote a first article with details about Beach Head for my blog, so you can see what it's all about. I'll soon write more about the other stages of the game :)

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Speaking of Matt Patrol...it is an Atarisoft proto is it not? Why is it named Matt Patrol?

The CV version of Moon Patrol was programmed by Matt Householder. He reworked the title screen and some of the in-game graphics (such as the bra UFO) before releasing the ROM on the net. Well, actually, I don't know if Matt "leaked" the ROM himself or someone else did. A sad casualty of the Video Game Crash of '84... :|

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  • 7 months later...
That's a fine port, with smooth scrooll. Still, I would prefer to port the original arcade source

 

Am I misinterpreting the MAME info on this, or does it really have 3 Z-80 CPUs? Would be pretty tough to get that version going on the Coleco then, or?

 

That's correct. Several Namco games use this very same configuration: Galaga, Dig-Dug, Xevious and a few others. Simply an overkill, to make sure the game will never slowdown, ever.

 

Eduardo

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  • 2 years later...

Awesome work man. Zanac is my favorite shooter of all time. I've been out of the loop for awhile, but is this going to be available on cart, or will it require that expansion you've been working on for years?

 

Either way, I want one :lust:

 

Even if this is bumping an old thread. I just noticed it :P

Edited by Lord Thag
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Awesome work man. Zanac is my favorite shooter of all time. I've been out of the loop for awhile, but is this going to be available on cart, or will it require that expansion you've been working on for years?

 

Either way, I want one :lust:

 

Even if this is bumping an old thread. I just noticed it :P

 

Please go to the new opcode website (www.opcodegames.com) and make sure your name is in our mailing list. This way you get notified when any new game is about to be released.

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