@Jose: I'm looking at the linked screenshots and conclusion is that C64 screenshot it is conversion from Atari :)
Ataris screenshot is nicer, colours is smoother. One thing - stones at the bottom are little bit of pink (it is because of DLI and wall colour I guess). Change it to lighter grey (walls may be grey, it isn't incorrect).
(sorry for my english Jose, I hope You understand me :)
Let's move to... BBC: Take it all the BBC like it is. Just add PF3 and 1DLI at PF3 on the bottom Status Panel:
Attachment:
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All the LN's Engine I have in mind: PRIOR0 P2&P3 for Screen Gfxs. colour enhancements. PO&P1 for Ninja&Enemy weapons PF0-Black. 5thPlayer (4Missiles): Ninja Eyes and Hands (3Missiles) / Enemy Eyes (1Missile):
That BBC is "just a trying". This was because one was running the BBC coding into A8 to see what he can get...
The BBC are in BitMap 4colour Mode (not their 8colours+flashing to save Memory and compatible with Electron, I think...)
It runs in just 32Kb. on BBC (read an interview somewhere, some time ago...).
That's why the GFx. are so simple. If was more Memory available and interest it would probably have 8 colours on Screen.
BBC is an interesting Machine, I must say that is indeed the only one that can put more colours on Screen (16) than what it actually has (only 8). The other 8 can be simulated by a flashing of first 8 to give the idea of another different 8.
From the one that was trying to run (and not badly) the code into A8 I get the answer that port it in 4colours it could but start addind thing, and so on... it would be doing all new (only the Chars from BBC). To write all new, just take the Chars, in the same way as taking C64, if someone would have time and want to (need someone to write an EDITOR) than, why an awnfull version when we can get the same near of the best version: the C64 one.
Returning to some reality: Hi, just to show a new idea of the LN1 Status Area.
Off course need to colour Playing Area, but not important right now. The Status Area will also have more things and PMs. to add colour, but you'll get an idea: ( all my mind, don't worry... )
There's some good (I think!...) things to add to the Bottom Status Area. It would be more perceptive when it is all done (I think you would like what you will see...).
->link<- dwie strony kasety. oczywiscie w spectrumowym formacie. Jakbys chccial wiedziec wiecej to powiem ci ze dziala na Spectrumie 48k i to byla wersja komercyjna.
Wersja sklada sie z loadera basicowego, typowego obrazka ladujacego oraz 6 blokow danych (zapewne leveli). Wszystkie laduja sie od adresu 24064 i zajmuja rowno po 37778 bajtow (wiec do 61842). wiec zostaje pod koniec pamieci cos ponad 3kb zapewne na rozne dane oraz stos. 768 bajtow pomiedzy koncem ekranu (23296), a grą tez mozliwe ze wykorzystane zostalo do jakis danych, poniewaz gra nie wraca i tak do basica.
A z takimi docinkami to do przedszkola. Zapewne z okna widzisz takowe
na A8 nigdy nie wyjdzie ani Last Ninja ani Prince i inne podobne gry ,dziwi mnie jak niektórzy gracze potrafią być naiwni ...ech , zresztą widać to było już po screenach jak i filmikach z Prince of Persja : tutaj doskonale widać co się stało z bohaterem ...
tak!!! najwidoczniej zmarł,duch jego lewituje,pochodnie pogasły a zamek w rozsypce... Serca nie macie by męczyć bohaterów !!! A FE .