Preliminary Monty

ZXNet echo conference «spbzxnet.games»

From Golubtsov Alexey To Dexus 29 September 2005

Dexus, Splinter, I looked at the screenshots... original 320x200. sprites are 16x16, but are located not on a 16x grid, but on an 8x grid. if you port it entirely to spec, then The resize comes out to 240x150, but then the tiles are 12x12 and attributes are clapped. for this avoid: either redesign of rooms at 256x192, or rooms with almost 1k1 sprites 16x16 and room size 320x192, i.e. with a horizontal acquaintance scrolling when approaching the edges of the room. By the way, this is how it was done on gba. what do you say?

From Yuri Potapov To diver 30 September 2005

div> Dexus, Splinter, I looked at the screenshots... original 320x200. sprites 16x16, div> but are located not on a 16x grid, but on an 8x grid. if you port it entirely to spec div> then the resize turns out to be 240x150, but then the tiles are 12x12 and attributes are clapped. div> to avoid this: either redesign rooms to 256x192, or rooms almost div> 1k1 with 16x16 sprites and a room size of 320x192, i.e. with horizontal div> by familiar scrolling when approaching the edges of the room. by the way, on gba it’s like this div> and done. what do you say? if you resize it then only horizontally then 16*12 The GBA approach doesn't work - they have hardware scrolling on speck do as in Rick Dangerous 1 2 and Fernandez when approaching the edges sharply pull the entire screen to 4-8 familiar places At the same time, convert most of the screens by cutting so only output what cannot be cut -- When will I die?! :mad:

From Golubtsov Alexey To jerri 30 September 2005

jer> on the spec do as in Rick Dangerous 1 2 and Fernandez when approaching the edges jer> sharply jerk the entire screen to 4-8 familiar places if my memory serves me right, there is a smooth scroll when approaching the edge, that’s exactly what That's what I meant. scroll the room not so that the hero is always in the center of the screen, but only when approaching the edge, immediately to the edge of the room. and damn that's exactly how it's done on gba. jer> and convert most of the screens by cutting jer> so display only what cannot be cut I don't understand what you mean, rephrase.

From Yuri Potapov To diver 3 October 2005

div> if my memory serves me correctly, there is a smooth scroll when approaching the edge, namely div> is what I meant. scrolling the room is not so that the hero is always in the center div> of the screen, but only when approaching the edge, immediately to the edge of the room. and damn it div> is done in gba. i.e. sharply - with a jerk div> div> I don’t understand what you mean, rephrase. Some screens can be trimmed without losing playability, the other part can be scrolled Who asked for original screenshots? :) -- When will I die?! :mad: File: monty.zip http://zx.pk.ru/attachment.php?attachmentid=1749

From Dmitry Malychev To jerri 3 October 2005

Apparently, ideas are still in the air (or in cyberspace). Only me and Saab were going to convert Monty-16k from Atari to Spec, like somewhere in a week he came across this topic on a forum. I've been meaning to answer for a long time, but damn me pulled to start a discussion in the "Iron" section, and all my energy went there ;) Actually, the root cause was the desire to do something “for the gigascreen”, i.e. blinker, this time a dynamic arcade game. I immediately remembered Monty, because the game dates back to ancient times there were times megahit in our basement (where there was a gaming “salon”), and the complexity of the game schemes are not suffered - maximum pleasure with minimum means. After drawing pictures, we came to the conclusion that even the graphics can be torn almost "one to one" only there would be a little less flowers. But this is not interesting, you need to use it better resolution Speck (a couple of jokes were also invented). As for the colors - you can choose them in such a way that even a frame-by-frame blinker is not too annoying, what can we say about interlaced (however, here the question already arises - is it enough? remaining "at the bottom of the frame" clock cycles for graphics output, even if not 25 fps, and even the calculation logic). It's almost impossible to use blue (except for keys and doors), and his had to be replaced with green (stairs and tracks are green, people and bricks red-yellow, shards are white, spiders are purple), while in one screen there is only green INK, infriend - everyone else. And PAPER can be used freely. (I'll post a picture later). But everything is done “by eye” and the main thing I would like to know is timings, i.e. at what speed (pixels per frame) people run, shards roll, etc. animation. In Atarov’s ASMA, I can’t beat it, although I can imagine the structure of the computer. I would also like to know how exactly the maze changes when moving to a new level (there walls appear/disappear, more monsters, darkness rises higher). Too lazy to pass ;) And it’s better to rearrange the rooms, I think the beauty is that everything is visible on one screen. In reality, difficulties will arise only when remodeling rooms like the one with with a torch, where you have to jump on a bunch of individual bricks. P.S. And the game about a helicopter like Fort Apocalypse was called...

From Yuri Potapov To Lethargeek 4 October 2005

Let> Apparently, ideas are still in the air (or in cyberspace). Let> Let> Only me and Saab are going to convert Monty-16k from Atari to Speck, like somewhere Let> a week later he came across this topic on the forum. I've been planning for a long time Let> answer something, but the devil pulled me to start a discussion in the section Let> "Iron", and all the strength went there ;) Actually, the root cause was desire Let> do something “for gigascreen”, i.e. blinker, this time dynamic Let> arcade. I immediately remembered Monty, because the game dates back to ancient times. Let> was a mega-hit in our basement (where there was a gaming "salon"), and also difficult Let> the game scheme did not suffer - maximum pleasure with minimum Let> means. After drawing pictures, we came to the conclusion that even graphics can be Let> tear it almost one to one, only there would be a little less colors. But this Let> not interesting, you need to use Spec's best resolution (there was also Let> a couple of jokes were invented). As for the colors - you can choose so that even Let> frame-by-frame blinking is not too annoying, let alone interlaced Let> (however, here the question already arises - will the remaining “at the bottom of the frame” be enough? Let> clock cycles for graphics output, even if not 25 fps, and also calculation Let> logic). It's just almost impossible to use blue (except for Let> keys and doors), and it had to be replaced with green (stairs and tracks Let> green, people and bricks are red-yellow, shards are white, spiders are purple), Let> in this case, in one screen there is only green INK, in the other - all the rest. And Let> PAPER can be used freely. (I'll post a picture later). But only everything Let> is done “by eye” and the main thing I would like to know is the timings, i.e. s Let> at what speed (pixels per frame) people run, shards roll, etc. Let> animation. In Atarov's ASMA - not a single kick, although the computer device Let> represent. I would also like to find out exactly how the labyrinth changes when Let> transition to a new level (walls appear/disappear there, more Let> monsters, the darkness rises higher). Too lazy to pass ;) And the rooms are better Let> re-arrange, I think the beauty is that everything is visible on Let> one screen. In reality, difficulties will arise only when remodeling rooms like Let> the one with the torch, where you have to jump on a bunch of individual bricks. P.S. And the game Let> it was called about a helicopter like Fort Apocalypse... knock on ICQ and let's chat -- When will I die?! :mad:

From alexeenko To newart 4 October 2005

new> Platypus: http://www.takegame.com/action/htm/platypus3.htm new> Plasticine R-Type!!! new> Zinaps and Khornos are resting =)) Yes, comrade NEW ART, you really are the god of the Internet. :v2_clapp: Just lay down any interesting thing. Maybe off topic: v2_sick:, but I downloaded it just in case all ACTION games from this site. Here. Now I'll be watching them for the rest of my life. :v2_eek: . Well, after watching 20 games, I came across something similar to ZYNAPS and Chronos. This game: ABSOLUTE BLUE (56.4mb). The weapons here are varied, The music guy is cool too. The crack fits all toys, which is nice. Find R-TYPE I'll tell you the name. :v2_smoke: -- AAA, aka MEDIKOMENT, aka 3A SOFT, aka ALEXEENKO ALEXEI

From Yuri Potapov To All 5 October 2005

Hello, All Sorry - I completely forgot I'll take it into account for the future Is it possible to add removal of quota blocks except the first 2-3 lines? 2Diver - Did you look at the sprites? what can you say? -- When will I die?! :mad: WBR, Yuri Potapov

From Dratov Denis To All 8 October 2005

Hello Lethargeek Let> Gee, what kind of obsession does everyone have about 50 fps... This is not an obsession, in ATARI the sprite output is synchronized with the frequency screen scan. Let> But what is the actual step/shift (if you don’t release the joystick) - by eye Let> like two pixels? Atari graphics are 160x200 but stretched horizontally. Moves along horizontals accurate to the Atari pixel. Those. with an accuracy of 1/160 entire width. Moreover, he can jump straight from a standing position without a run-up. There's a bit of a problem with the jump - there's most likely a table there vertical_speed/cycle. Let> There are shards that roll very quickly - so this Let> also seems to be achieved only by increasing the offset, and not by frequency Let> animations. Of course. output strictly 50fps, horizontal resolution - 160. Frame by frame record animation with Atari, but I don’t know how - in emulators the screen is not captivates. WBR, Dexus aka Dratov Denis

From Dmitry Malychev To All 8 October 2005

Hello, All I brought the drawing, as promised (read the Readme in the archive). As for the rest: jerri> I intended to make it for 48 k and one screen `if you can blink colors, you can fluff up the attributes on the screen You'll have trouble connecting the sprites to each other so they don't have to be repainted. A printing procedure It will be very monstrous. I decided to immediately select the main palettes and not suffer. True, you still need to try, twist the options in terms of reducing flicker. jerri> and the main character must be set to 50 fps ` monsters I assume to make 25 fps ` It’s fashionable to leave all monsters white Gee, what kind of obsession does everyone have about 50 fps... :) Although in the original a person runs through the screen in about three seconds, which is 160 twin (low-res) pixels. But what is the actual step/shift (if the joystick is not let go) - on eyes seem to be two pixels? There are shards that roll very quickly - so it is, seems to also be achieved only by increasing the shift, and not by the frequency of the animation. White monsters don't roll, I tried it :( jerri> there are 2 labyrinths for even and odd levels No big deal, it’s absolutely clear that the first level can only be passed on the left path, second only on the right, the third, whatever, I don’t remember what’s next. And the bridges are new appear.And the darkness is getting closer to the beginning (and on the ninth level it’s generally immediately dark, and the torches nowhere!) I remember this well. We had a couple of "experts" in our basement, their favorite entertainment was to ask newcomers to play “one life”, after which they sat down at the computer all the way until the time paid for by the victim ran out. ;) And when they themselves had money, they held a competition on two computers to see who would screw up first. And often again money ran out early... jerri> knock on ICQ - let's chat I don’t have the opportunity to chat, because I’m completely offline :( Expensive. It’s good if once a week I have time to look through the forum and post a response last week... P.S. I almost forgot - in my opinion, it’s better to display rooms using scripts and store them - like programs in calculator codes, that is, “code, parameters (if any), code, parameters". Well, like “Draw a staircase”, and the parameters are the coordinates of the top and the length. "Clear" square/triangle or vice versa, “fill with bricks”. And when moving to a new one room Fill the buffer with the appropriate “characters”. Maybe it will take a few more memory, than in the original, but flexibility will appear - if you want to remake the labyrinth, we are more not limited to basic blanks. File: Montest.zip http://zx.pk.ru/attachment.php?attachmentid=1779 WBR, Lethargeek aka Dmitry Malychev

From Yuri Potapov To All 9 October 2005

Hello Lethargeek Let> I brought the drawing, as promised (read the Readme in the archive). Let> Let> About the rest: Let> looked - IMHO not applicable - there will be trouble with flowers Let> Let> Let> jerri> I intended to make it for 48 k and one screen Let> ` if you really blink colors, you can fluff the attributes onto the screen Let> Let> You'll have to worry about connecting sprites to each other so they don't have to be recolored. A Let> the printing procedure will be extremely monstrous. I decided to immediately pick up Let> basic palettes and don’t worry. True, you still need to try, twist Let> options in terms of reducing flicker. it looks so normal Let> Let> jerri> and the main character must be set to 50 fps Let> ` monsters I assume to make 25 fps Let> ` it’s fashionable to leave all monsters white Let> Let> Gee, what kind of obsession does everyone have about 50 fps... :)Let> Although in the original a person runs through the screen in about three seconds, and this is Let> 160 double White monsters don’t roll, I tried it :( shift - 3 pixels Well, yes - skulls are white anyway :) Let> Let> Let> jerri> there are 2 labyrinths for even and odd levels Let> Let> Never mind, it’s absolutely clear that the first level can only be passed on the left Let> path, the second only on the right, the third whatever, I don’t remember what’s next. Let> And new monsters appear. And the darkness is getting closer to the beginning (and on the ninth Let> the level is completely dark, and there is no torch anywhere!) 9 levels the cards are laid out - even and odd and that's it :( Let> Let> Let> jerri> knock on ICQ - let's chat Let> Let> I can’t chat, because I’m completely offline :( Expensive. Let> It’s good if once a week I have time to look through the forum and post an answer Let> last week... bad - then write more often - I can give you the source :) but later Let> 1Let> P.S. I almost forgot - in my opinion, it’s better to display rooms using scripts, and Let> store - like a program in calculator codes, that is, "code, Let> parameters (if any), in the original this is how it was done - on the Panama Joe page it is 10 k - the original is 16 k ok :) -- When will I die?! :mad: WBR, jerry aka Yuri Potapov

From TomCaT To All 10 October 2005

Hello Lethargeek Let> jerri> and the main character must be set to 50 fps Let> ` monsters I assume to make 25 fps Let> ` it’s fashionable to leave all monsters white Let> Let> Gee, what kind of obsession does everyone have about 50 fps... Let> Although in the original a person runs through the screen in about three seconds, and this is Let> 160 dual (low-res) pixels. But what is the actual step/shift (if Let> do not let go of the joystick) - there seem to be two pixels to the eye? There are shards, Let> who skate very quickly - so this, it seems, is also achieved Let> only by increasing the shift, and not by the animation frequency. Hmm, did I understand correctly that fps means flops per screen? :) Yes, and why are 2-3 sprites for the animation of any character and 4 pixels bad for you? shifts. It's not too tedious and gives a good 64fps (with the game window covering the entire screen). So, for example, Code Masters in the game Super Robin Hood. About the palette. The screenshot looks very good in everything except the colors (scourge Speckies, but there’s nothing you can do about it). Lots of greenery that should calm down... but it annoys me. On zx32, which I used for quick viewingarchivist, the greenery in the screenshot is just kind of poisonous. Maybe dilute the green, bringing other colors to the screen? Chela I want paint it so it stands out, at least only on the stairs... Maybe the color of the stairs change? -- Can you help Robin in his quest for the Silver Arrow? WBR, TomCaT aka Kostya

From TomCaT To All 10 October 2005

Hello Jerry jer> colors can be made simpler without flickering I didn't understand something... -- Can you help Robin in his quest for the Silver Arrow? WBR, TomCaT aka Kostya

From Yuri Potapov To All 10 October 2005

Hello TomCaT Tom> Hmm, did I understand correctly that fps means flops per screen? :) Tom> fps - frame per second - screen refresh rate Tom> Tom> Yes, and what’s wrong with 2-3 sprites for the animation of any character and 4x Tom> pixel shifts. It's not too tedious and gives a good 64fps (with gaming Tom> window in full screen). So, for example, Code Masters in the game Super Robin Tom> Hood. who knows how fast Monty is moving, but the screen update is there 50 fps due to hardware Tom> Tom> About the palette. The screenshot looks very good in everything except the colors (scourge Tom> speckies, but there’s nothing you can do about it). A lot of greenery, which should be Tom> calm... but it annoys me. On zx32, which I used for fast Tom> viewing the archiver, the greenery in the screenshot is simply some kind of poisonous. Maybe Tom> dilute the green, bringing other colors to the screen? Chela wants to paint, Tom> to stand out, at least only on the stairs... Maybe the color of the stairs Tom> change? colors can be made simpler without flickering --When will I die?! :mad: WBR, jerry aka Yuri Potapov

From Dmitry Malychev To All 11 October 2005

Hello, All jerri> looked - IMHO not applicable - there will be troubles with flowers Which ones? I described all the "troubles" in the Readme, they are insignificant if done correctly. room design. Oh, well, there’s also a jumping shard that can hit anything, but that too solvable, in the end, you can do a separate procedure for it, changing it along the way color components (for white this can always be done). Yes and not so many of them there a lot. With the brick BRIGHT I got a little tricky there, so here is another version of the file on trd. And you can also try to make the green stairs blink less, spread out them on two screens with reduced BRIGHT, if there is no sprite on top superimposed. But here There may be slight color inconsistencies. Yes, even the emulsion is even on full screen after all sometimes he manages to miss frames, apparently, take him out synchronization. jerri> ...the cards are laid out - even and odd and that's it You never know what is posted somewhere! Just run the emulsion and see for yourself - the first ones are there three levels are selected by selectors, and they are all different, this is already visible at the very beginning. And on 4th level in the first room there are three shards instead of one! And these killing things (saws or chains or something) appear in new places when you don't expect them at all :DDexus> Graphics on Atari - 160x200 but stretched horizontally. Moves along Dexus> horizontal ` accurate to the Atari pixel. Those. with an accuracy of 1/160 of the entire width. When I talk about “pixel”, I mean “double” Atari pixel - for now speech is not is about Spectrum. And the person moves by one pixel only if a little pull the joystick and let go, and the step animation is cut off - this is very noticeable. That's if continuously running is a completely different matter. Dexus> ...in ATARI, sprite output is synchronized with the screen refresh rate. I didn’t mean “output” of sprites (you can also move them by simply changing coordinate), and the actual frequency of animation for each specific sprite, be it a person or a monster. Just now I conducted an experiment - set the option in the emulator to skip every second frame - and by eye there are no changes in the animation of the brow (namely, in the animation, the movement itself, perhaps several sharper). If you are forced to skip more than four, then it is noticeable that movement phases disappear. So in the original, it seems, it’s still 25 fps, if not less, but with small trick - between changing animation phases the “current”, already drawn sprite moves by one pixel in hardware without changing. But the difference, I repeat, is small. It is enough to make 25 fps on Spec, and then blinkerquite functional. Yes, and if you’re going to change the graphics anyway, you can step and at three make specov pixels, the screen is narrower anyway, even if it’s a little slower. By the way, in that unfinished version of Montezuma's Revenge, which was supposed to become "full" game (it’s not for nothing that Monty is called Preliminary), everything is also a little slower looks. Dexus> Record animation from Atari frame by frame, but I don’t know with what - in emulators Dexus> screen ` doesn't captivate. How does this not captivate? What emulsion? In Atari800Win there are two options in the menu - simple screen and interlaced. But pressing pause at the right time is a hemorrhage, and even an emulsion only slows down up to 50% File: Montest2.zip http://zx.pk.ru/attachment.php?attachmentid=1803

From Dmitry Malychev To All 11 October 2005

Hello, All jerri> looked - IMHO not applicable - there will be troubles with flowers Which ones? I described all the "troubles" in the Readme, they are insignificant if done correctly. room design. Oh, well, there’s also a jumping shard that can hit anything, but that too solvable, in the end, you can do a separate procedure for it, changing it along the way color components (for white this can always be done). Yes and not so many of them there a lot. With the brick BRIGHT I got a little tricky there, so here is another version of the file on trd. And you can also try to make the green stairs blink less, spread out them on two screens with reduced BRIGHT, if there is no sprite on top superimposed. But here There may be slight color inconsistencies. Yes, even the emulsion is even on full screen after all sometimes he manages to miss frames, apparently, take him out synchronization. jerri> ...the cards are laid out - even and odd and that's it You never know what is posted somewhere! Just run the emulsion and see for yourself - the first ones are there three levels are selected by selectors, and they are all different, this is already visible at the very beginning. And on 4th level in the first room there are three shards instead of one! And these killing things (saws or chains or something) appear in new places when you don't expect them at all :DDexus> Graphics on Atari - 160x200 but stretched horizontally. Moves along Dexus> horizontal ` accurate to the Atari pixel. Those. with an accuracy of 1/160 of the entire width. When I talk about “pixel”, I mean “double” Atari pixel - for now speech is not is about Spectrum. And the person moves by one pixel only if a little pull the joystick and let go, and the step animation is cut off - this is very noticeable. That's if continuously running is a completely different matter. Dexus> ...in ATARI, sprite output is synchronized with the screen refresh rate. I didn’t mean “output” of sprites (you can also move them by simply changing coordinate), and the actual frequency of animation for each specific sprite, be it a person or a monster. Just now I conducted an experiment - set the option in the emulator to skip every second frame - and by eye there are no changes in the animation of the brow (namely, in the animation, the movement itself, perhaps several sharper). If you are forced to skip more than four, then it is noticeable that movement phases disappear. So in the original, it seems, it’s still 25 fps, if not less, but with small trick - between changing animation phases the “current”, already drawn sprite moves by one pixel in hardware without changing. But the difference, I repeat, is small. It is enough to make 25 fps on Spec, and then blinkerquite functional. Yes, and if you’re going to change the graphics anyway, you can step and at three make specov pixels, the screen is narrower anyway, even if it’s a little slower. By the way, in that unfinished version of Montezuma's Revenge, which was supposed to become "full" game (it’s not for nothing that Monty is called Preliminary), everything is also a little slower looks. Dexus> Record animation from Atari frame by frame, but I don’t know with what - in emulators Dexus> screen ` doesn't captivate. How does this not captivate? What emulsion? In Atari800Win there are two options in the menu - simple screen and interlaced. But pressing pause at the right time is a hemorrhage, and even an emulsion only slows down up to 50% File: Montest2.zip http://zx.pk.ru/attachment.php?attachmentid=1803

From Dmitry Malychev To All 11 October 2005

Hello Lethargeek (the next morning) Well, I overslept - immediately smart thoughts appeared... In short, you can slow down the emulsion even if you don’t want to. Attention, the method is buggy, so you have to tinker, but it’s better to turn off the sound in the emulator immediately in advance! So, let's launch Regedit, looking for "Atari800WinPlus", then in the parameters window we look at this line "SPEED_PERCENT", and change for what we need (I gave it a 5 ;) ). Now we are trying to launch the emulsion. If it works right away, then you are lucky, and if not, try it right away launch quickly press F7 (Full Speed). If it’s still a bummer, let’s start again, now from the beginning there should be a window pop up like “last launch failed, reset settings?” Nothing you can do it you'll have to agree (in fact, SPEED_PERCENT is not reset!). And now everything is needed reinstall - connect joystick, search for disk image, Cold Reset do. But I have it worked! Maybe on other computers/Windows everything will be easier. Results: Well, Montik, you got caught... what kind of 50-25 fps phase animation is there - 12.5 on really! He takes a step, and then rides like a cow on ice. :D And the shards only seem white because that flash with all the colors of the rainbow. :eek: And now you can captivate the screen without problems. Still, scientific experience is an irreplaceable thing! P.S. By the way, have you seen the Komodura version? There the animation is slightly different (in little mansuch knives... and a wide stride).

From Dmitry Malychev To All 11 October 2005

Hello Lethargeek Small note: fps really literally means "frames per second" - just! Where is the indication here that this is about the screen? Can refer to animation of anything... Making stairs of a completely different color is difficult, because... palettes are self-dependent (in said! :) ). Then something else will have to change.

From TomCaT To All 11 October 2005

Hello Lethargeek Let> A small note: fps really means literally Let> "frames per second" - just that! Where is the indication here that this is exactly about Let> screen? Can refer to the animation of anything... fps - abbreviation. It can be deciphered as frames per secon or as flops per screen. I assumed the latter and was wrong. I thought you would understand that part of this just a joke :) and partly a question... Let> Making stairs of a completely different color is difficult, because... palettes are self-dependent Let> (I said it!) Then something else will have to change. Why? After all, Joe, as an exception, can paint the color of the stairs ONLY, when he himself is on the stairs. In addition, your green color seems to be with increased brightness. Maybe use dark green? -- Can you help Robin in his quest for the Silver Arrow?

From TomCaT To All 11 October 2005

Hello Lethargeek Let> Well, Montik, you got caught... what 50-25 fps phase animation is there - Let> 12.5 actually! He takes a step, and then rides like a cow on ice. And Let> the shards only appear white because they flash with all the colors of the rainbow. And Let> You can now capture your screen without any problems. Still, scientific experience - Let> an irreplaceable thing! P.S. By the way, have you seen the Komodura version? There's animation Let> is somewhat different (the little man has such knives... and a wide stride). Still, there are no such things on the ZX yet :) Although, thanks to your incredible efforts, maybe this will change for the better :) -- Can you help Robin in his quest for the Silver Arrow?

From Dmitry Malychev To All 12 October 2005

Hello, All PEOPLE, PLEASE ATTENTION, IT IS REALLY NECESSARY. Please go to my topic in the "Hardware" section and finally have your say, “Do you need it” or “don’t you need it”. (You will find her using my nickname, I hope? ;) ) THE OPINION OF GAME WRITERS and people associated with software in general is REQUIRED, (and not with hardware, oddly enough ;)). ONLY AN AGREEMENT! - if something is not clear, ask ME, and don’t read that one nonsense, which others wrote there, like, explaining MY position. Tell all your friends about it ;). Thanks in advance.

From Yuri Potapov To All 14 October 2005

Hello Lethargeek Let> Let> Results: Let> Let> Well, Montik, you got caught... what 50-25 fps phase animation is there - Let> 12.5 actually! He takes a step, and then rides like a cow on ice. :D And Let> the shards only appear white because they flash with all the colors of the rainbow. Let> :eek: And now you can captivate the screen without any problems. 12.5 is the animation speed and the game speed is still 50 fps so alas :) Let> Let> Still, scientific experience is an irreplaceable thing! Let> Let> P.S. By the way, have you seen the Komodura version? There the animation is slightly different Let> (the little man has such knives... and a long stride). attach or give me a link

From Yuri Potapov To All 15 October 2005

Hello, All Kir> Press RESET immediately, Vadik Akimoff! Kir> Kir> On Thu, 06 Oct 05 16:02:36 +0400, Vadik Akimoff wrote: Kir> Kir> Kir> I'll get a Spectrum now. And there is a modem. And I will send mail to a floppy disk Kir> 5.25" download and read in ZED (Lara Croft is not allowed on 48). Kirill don’t flood...there’s nothing to say on the topic anyway

From Dratov Denis To All 17 October 2005

Hello Lethargeek Let> Set the Atari emulator to "skip one frame" - no big deal Let> happen. Let> So 25 fps for Speck will do just fine. Is it necessary to combine all multicolor frames? They may blur. In my opinion, this is a completely acceptable option, considering that it will give smoothness. You can test option N1 and option N2. Maybe even make a choice.

From Yuri Potapov To All 19 October 2005

Hello, Dexus Dex> Is it necessary to combine all multicolor frames? They can and Dex> blur. In my opinion, this is a completely acceptable option, considering what it is Dex> will give smoothness. You can test option N1 and option N2. Dex> Maybe even make a choice. In short, time goes by - work doesn’t stand still :) check out what he pulled off 2 frames one - spec another :) no File: monty2.rar http://zx.pk.ru/attachment.php?attachmentid=1834

From Yuri Potapov To All 20 October 2005

Hello Lethargeek I'm talking about WHAT exactly I pulled off and what it looks like in bare code :)

From Roman Lashkov To All 22 October 2005

Hello Jerry In the evenings I sit with 2 graph paper and draw montya... And so I try it, and this way, but so far it doesn’t even work on paper... The question is essentially: Have you decided on room dimensions (pixels x pixels, objects x objects) and dimensions objects? Otherwise, I’ll draw here, but it turns out that I was puffing in vain... Jer, has the algorithm been written? Try out the music and sounds, or the idea will die ?

From Dmitry Malychev To All 24 October 2005

Hello Splinter Definitely change the graphics! Shards, for example, can be torn out of Capitan Trueno-2.

From Yuri Potapov To All 25 October 2005

Hello Lethargeek I don’t want to give up the idea, but I want the dynamics like in the original I don’t care to tear up the graphics :) you need to take the original one while you have it 2 splinter was roughly figuring out how to implement the dynamics of the engine itself on 100% no and won’t be until I figure out the original toy I disassembled it the other day and will figure it out By the way, IDA does not know such a processor as 6502, although it is mentioned in the info Besides Monty, I found some other sprites inside, but I don’t understand what it could be room editor?

From aprisobal To All 26 January 2006

Hello Jerry Is the project alive? How much has already been done? I want something new.

From Robus To All 16 March 2006

Hello, Aprisobal Please send graphics to RobusAsmCoder@ukr.net from this game. By indication who drew it to clearly describe the authors of the game. Making an engine is not a problem, the main thing is to do it!!! The fact that 40 characters by X is not a problem, let's save everything in original form. I would be glad for any assistance, to be more precise, I need: 1. Graphics (sprites), preferably something like screensavers. 2. A person who is not too lazy to fill levels, most likely it will be through a simple byte-by-byte editor with the ability to immediately test what has been packed. 3. Music! Aku-ka-rachi will be a little, gently diversify.

From Robus To All 26 May 2006

Hello, *Felix* Fel> By the way, this toy is on the current mastersystem, and it seems to be the same there Fel> resolutions are the same as on the spec, it would be possible to take both the graphics and the view from there Fel> screens. Well, if you look at the root of the problem like this, then you can take the graphics from PiTsishny monty, especially since it was made very well. But I almost passed because I'm going to put this game in the middle of my new game, which I am preparing for release. Actually, when I wrote that message, I wanted to encourage people to start making the game itself. Moreover, the game is not difficult and yes But with the problem of 40x25 familiarity ratios, everything is solved, the main thing is to start. I I’m ready to sit down with the full code of the game, I think there are many others on the forum, who could do this. Now I have completed the graphic editor on which I All the graphics for our games are being created, plus finishing the game takes a lot of time, So I thought that they would help.

From Robus To All 26 May 2006

Hello Dimasty Dim> In fact, I once ran a disassembler for Atari under Vyn (possible Dim> where left on old disks), it had an option that allows you to search Dim> graphics in a file in any of the graphics modes. Sprites of Monty and the Monsters I Dim> I picked it out like this in 1991 (back at Atari itself), but about the card Dim> - I don’t remember, it seemed like there was something like that. My version was marked By Dim> Steve And Bruce. Dim> As for disassembling the original, the devil will break his leg, because Dim> constantly accessing hardware cells, here without Atari Memory Dim> You can't figure out Mapping. Well, there is no point in disassembling everything, everything is easy to write by hand! But about Atari Memory Mapping, so all Atari games are dotted with this, especially for me I always liked the graphics processor on the Atarishka, if only there was a little bit of it to finish it, but to put it on the Speccy would be just a miracle. Dim> By Steve And Bruce Hello atrists!!! =)

From Dmitry Krapivin To All 26 May 2006

Hello Robus Rob> Well, there is no point in disassembling everything is easy to write by hand! I mean, initially in this thread they wanted to disassemble it... Rob> I especially always liked the graphics processor on Atarishka ha! and who didn’t like him! especially for those who coded for it :) So after all - will Monty be there or not?

From Yuri Potapov To All 27 May 2006

Hello Dimasty Dim> I mean that initially they wanted it in this thread Dim> disassemble... Dim> Dim> ha! and who didn’t like him! especially for those who coded for it :) Dim> Dim> so after all - will Monty be there or not? will you tell me? do you personally need it?...

From Dmitry Krapivin To All 27 May 2006

Hello Jerry jer> did you say? Do you personally need it?... For me personally - YES! under the emulsion it’s not the same... I remember the summer of 1990, when with the joystick VG-125 on Atari, I bet I passed 4 zones in 5-7 minutes with a lot of lives... this the most dynamic game I've ever seen, and Speck can really do it repeat...

From Yuri Potapov To All 28 May 2006

Hello Dimasty if necessary, then it will be... 100% clone will not work... but to implement the dynamics you can

From Robus To All 28 May 2006

Hello Dimasty Dim> for me personally - YES! under the emulsion it’s not that...I remember the summer of 1990, when s Dim> using a VG-125 joystick on an Atari, I dared to pass 4 zones in 5-7 minutes with Dim> a bunch of lives... this is the most dynamic game I've ever played Dim> I saw it, and Speck can really repeat it... One hundred percent!!! There is nothing for nothing!!! Everything that can be done is always need...

From Dmitry Krapivin To All 13 June 2006

Hello Robus Here are the sprites ripped from Atari, the font (from which the zone is drawn) and three pictures from the first zone. Monty consists of two sprites; when superimposed, a third is formed color, so you'll have to convert. As far as I understand, the first byte before sprite is its height in lines. maybe it will help someone... I'm trying to figure out the logic of unpacking, but I haven't made much progress yet... File: monty.zip http://zx.pk.ru/attachment.php?attachmentid=3327