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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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To
All
26 January 2006
Hello Jerry
Is the project alive? How much has already been done? I want something new.
From
Robus
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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
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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
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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
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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
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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
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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
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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
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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
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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