atarionline.pl It would be really great if this code could be public... - Forum Atarum

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Vanilla 1.1.4 jest produktem Lussumo. Więcej informacji: Dokumentacja, Forum.

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    I think that he done this some time ago and it's not in the working (not many explanations there and Google Translation isn't also a good solution...) but Musician Miker can, maybe, say something more to us.
    From the video I see how it is seems done (it's seems he are using ANTIC4 CharMode because of the following explanations):
    I get what are the diferent PFs and where's the PFs colours DLIs (like, for example, the scanlines colour changing on the Top wall,...).
    (for example on the Playing Area Blue ground you have Blue and Tables Dark Brown as PF0 and PF1, then walls Light Gray it's PF2 and one girl shirt it's PF3 leaving two Players to colour the other two girls shirts.
    This two Players are then reused at the top Guy and Cooker (with DLI to have hair/hat, shirt and trousers different colours).
    The two Players free are then on 'our guy' and the Teacher (again DLIs to have the body parts different colours).


    Untill here it's all obvious but what it is really new here?
    It's that you have the moving guys sometimes going in front and other times behind.
    Then, if Teacher, 'our guy' and two girls are the 4Players and they are P0->P3 then everytime they go behind or in front you must dinamic/on the fly change their Player number(s).
    (you can start having Tecaher and 'our guy as P0 and P1 with girls beeing P2 and P3 but teacher can go behind girls and it has to be changed to P3 and the girls using P3 must change to P1 thinking that our guy still goes in front and still in use of P0.
    but like this one there are many other possible conbinations...)


    Now, goes the question:
    -> Is Vega doing this or he is doing PFs soft sprite Bitmap Masking and also doing the same in the Players interaction erasing pixels?



    What this is really new here'
    Is that if Vega ever publish this code someone can easilly get a Double Dragon type of game finally into A8...
    (or a great help if I ever get anyone to port Last Ninja series into A8 with the guys moving and gfxs Masking).
    If anyone knows Vega it is really a 'great piece of code' that would be a great achievement if he release it public (more than if he ever finish this game))
    • 2: CommentAuthorvega
    • CommentTime15 Nov 2012
     
    Hi

    In this game I use Antic E mode (Basic 15).

    These are mix sprites. Every of 4th persons are created with bitmap(AND,ORA) + 1Player PMG (double precision x2 = 16pixels). I don't use missiles in this demo(game).

    I increase colors in this way:
    1) DLI changes for PF0-3 and PMG0-3(only players). For PMG I change colors "on the fly". It depends the moving of persons.
    2) In some lines I use raster changes (similar to G2F or RastaConverter). Especially in lines where are girls on chairs.

    That's all secret. This animation is very fast so it is no problem to finish this game on A8 in my opinion. Of course no for 64KB because bitmap masks use much memory.
    • 3:
       
      CommentAuthortdc
    • CommentTime15 Nov 2012
     
    This class is for girls? This is a special class for a one guy?;):)
    • 4:
       
      CommentAuthorTenchi
    • CommentTime15 Nov 2012 zmieniony
     
    This game is originally called Shinnyuushain Tooru-kun. According to MAME info files, "In this Japanese version, the character is NOT a student, he is a new company employee (hence the title "New Employee Tooru-kun"). This is the reason that the graphical changes exist between this and overseas versions."
    You can see the original version of the game below.



    As you can see originally there was no school at all and there are also male workers on the first level. All the changes made by western publisher are just sheer fantasy and that's why a few things which we can see/find in Mikie might appear as strange, funny or even illogical.