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Messages - BladeJunker
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61
Pixel Art / Re: Atari 2600 RPG mockup
« on: March 13, 2012, 03:52:07 pm »

Camp screen.  Heart = HP, S = Strength, I = Intelligence, D = Dexterity.  Made the stat scale so that only one digit would need to be kept track of for each stat.
The six sprite kernel spends the start of each scanline preloading the sprite pixels, and the rest of the scanline outputting them in realtime, which normally takes up all of the useful cycles in the scanline. So the differing colors between the characters and digits, and the updates on the playfield here, are improbable. (The realtime sprite drawing means you can't get any cycles from doubling the lines on the sprites either.) If you look at existing games that use this kernel, it's usually given it's own empty row as a score, or in more recent games a single color per line title graphic.

That said this looks really good. You might try rearranging things or using flickering to fix it for the hardware.
Well that is true in that even if the numbers get there own Player object 4 digits is heavy multiplexing to occur along one line constantly which is usually why the six sprite kernel use gets its own isolated vertical zone or lane. Still you should check out the Title Screen Kernel, based on your setup you can make a 48X96 title screen image which isn't overly large for a cartridge ROM.

I'd agree about the differing colors since going from red to white along the same scanline would create a high enough cycle cost that it would be a problem. It's annoying but invoking a different color while multiplexing the same object at the same time is too much for the 2600, most of the Pac-Man work related to the multi-colored ghosts in later games like Ms Pac-Man up to modern homebrew Pac style games leveraged more sprite objects per ghost to avoid the limitations of multiplexing a single sprite so heavily.

In general when I can't for whatever reason isolate my HUD stats to there own vertical lane isolation and they go across the entire vertical field I usually use font characters made from Missile0, Missile1, & or the Ball with skipped scanlines on offset scanlines to avoid multiplexing flicker.
 However since you likely want those objects for projectile sprites perhaps you could use Playfield rendered numbers, they are kind of big and they would share the colors of the Playfield graphic on the other side of the screen without a mid-line color change split but they should be compatible under this rendering context.:)

62
Pixel Art / Re: Atari 2600 RPG mockup
« on: March 13, 2012, 12:53:01 am »
You have a point with mentioning other consoles.  I'll just go ahead and consider this an 8K game or whatever it would need.  A game like this is unorthodox for the Atari 2600 to begin with (unless you count the Swordquest games) so I can probably consider this a game that would have been bigger and premium of back then.

Thanks for the compliments as well.
Kasumi makes good points about Nes game capacities over the life of the console and the parallels with regards to added hardware. Please don't think I totally disregard authenticity or the impressive accomplishments of those that have made 4K games I just think the minimum size is way too confining and I am most pleased to see you mention 8K as a ROM size option since many a 2600 project benefit greatly from this simple upgrade.

Just saw your name change, I like the new name HughSpectrum but I had a lot of fun speculating about what a "Kittenmaster" would be. :lol:

63
Pixel Art / Re: Atari 2600 RPG mockup
« on: March 12, 2012, 10:11:42 pm »
The one thing that would make the game implausible would be ROM storage, since it relies on a lot of bitmap graphics (I just show the ones for one type of wall and one type of enemy, but you can imagine there would be a lot more variety) as well as maps to navigate (some Atari 2600 games are lucky to even have more than one screen or level).

I'm also thinking about signing up to atariage.com's forums, just for kicks and giggles.

Oh they complain a lot on AtariAge about ROM sizes but there is bankswitching to help with that since only the amount of data processing is limited to 4K total while the overall storage memory footprint size is negotiable as even back in the day carts became bigger over time. I'm actually looking into special cart chips for exclusive font and text data storage uses, heck even Pitfall 2 "cheated" with a supplemental hardware addition to its cartridge. Plus I don't think its even possible to build a cartridge ROM that is literally 4K anymore just from the obsolescence of small capacities in electronics manufacturing, perhaps I'm wrong but that's what I see in most retroactively made peripherals for obsolete systems in that they are larger in capacity by default.

I will say this though, that despite hardware options for greater ROM/Memory sizes many are apprehensive to use them except for a few exceptions like using the extra memory within the Harmony cart for enhancing games.

64
Pixel Art / Re: Atari 2600 RPG mockup
« on: March 12, 2012, 08:26:57 pm »
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Camp screen.  Heart = HP, S = Strength, I = Intelligence, D = Dexterity.  Made the stat scale so that only one digit would need to be kept track of for each stat.


Combat screen.  I originally envisioned a lineup of Player 1 sprites and the enemies being Player 2 sprites on the right, but I figured this setup would make it so that the 2600 wouldn't have to keep track of as many enemies and their stats.

Wow looking good, you're like a duck to water with this 2600 work. So much of what I do is exploring the inside of the box that is the 2600 but only a small percentage of my posts have ever been said to be plausible. I can't say for sure you'd get a programmer collaboration at AtariAge but based on your approach I don't think it would be rejected as an impossibility to actually make.

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Missile sprite for showing whose turn it is, and I envision damage done for physical attacks being a simple animation and a missile sprite being flung towards a target, and "DAMAGE #" on top of the screen.  Magic would be larger missiles, and the background flashing colors while it's flung.

The icons are for the Cleric, and they're Attack, Turn Undead, Magic, and Inventory.

I altered the Lizard image a bit and moved his right leg to our left a bit.

EDIT: Fixed an unintended error on the lizard image.

Well that all sounds great, you're really grasping the limitations and object alignments very well towards leveraging your sprite objects. :)

65
Pixel Art / Re: Atari 2600 RPG mockup
« on: March 12, 2012, 08:10:17 pm »
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In fact, I've decided another reason it'd be best not to care about the sides of the screen is because then I can represent different sizes of monsters by making them wider or thinner.
Ah I see, that is a good reason to ignore the background clipping.:)

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The actual HUD elements I've decided is a N-E-S-W compass and map coordinates because besides a mini-map, those are the most immediately useful for that type of screen.  Pressing the fire button will bring up a different screen for if you need to see other information.
Sounds logical to have compass and mini-maps have been done in quite a few 2600 games even in ones that didn't really need them. :lol:

66
Pixel Art / Re: Atari 2600 RPG mockup
« on: March 12, 2012, 08:04:46 pm »
I'm afaid I don't have much critique at this point because I can't wrap my head around the restrictions from the other thread, yet. But I do consider this to be pixel art (to an even greater degree than working on 8-bit spec systems, even) and I see no need for this to be moved to low-spec at all. I doubt I'll be able to understand what's going on here, but I wanted to say that 1. I am trying and 2. the information and dialogue between you two is a benefit to all Pixelation users to come that will be interested in the 2600. Very glad to see the knowledge drop.

First I'd like to say thanks for your endorsement as I am a big fan of your work and I'm glad you approve of its status as pixel art. Yes the 2600 is quite foreign to every other platform on this forum that people have drawn mockups for. Sorry I probably skipped over too many basics on 2600 pixel rendering than I should have but I think I was just anxious to get to the meat of the subject or the application of the sprite objects towards common pixel art tasks.

I would say most of time 2600 pixel art critiquing lies in the basics of implied form or the iconic shape, the best possible arrangement of pixels from abstract to the clear intentions of the form within imho. Although I am trying to find ways to inject 2600 graphics with more shading depth and traditional pixeling techniques that more typical CCs can be made. :)

67
Pixel Art / Re: Atari 2600 RPG mockup
« on: March 12, 2012, 04:29:20 am »
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Good timing, I've already been working on the readability of the lizardman some more.


Looking good, I can make out the face, loin cloth, and boots quite well. I don't quite understand the armor visually, I see gaps from the color changes, are you thinking of filling those gaps in the the lizardman with Missile pixels?

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Preparing in advance for if I need to use sprites and whatnot to convey information needed elsewhere.  Plus I'm not that concerned about the background.

How are high scores rendered anyway?

I looked up your inspiration a bit, are you thinking of using the clipped background for HUD space and create a couple icon stacks on the left & right of the screen since that would work well?

2 common high score rendering setups include Playfield based numerals but they are kind of big that not much else will fit next to them, the other is often called the SCORE method which uses a multiplexing of Player0 and Player1 each making 3 digits but it can't do much more than 6 digits total and nothing else can occupy its scanlines since the kernel is quite demanding by itself.

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It's actually more of an issue of my laptop's colors being off compared to other displays, which causes me to require changing the colors later after working with it (such as brightening a couple of colors on the lizard).

Idk maybe a conversion table, I'm not sure how to resolve differences between the displays of 2 work stations but I'm sure somebody must know something about it. :)

68
Pixel Art / Re: Atari 2600 RPG mockup
« on: March 11, 2012, 07:46:22 pm »
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Inspired by BladeJunker's thread, I decided I wanted to try and make a mockup within Atari 2600 restrictions.  If this isn't considered true pixel art (and I can see why it wouldn't be) go ahead and move it to Low-spec or something.
You and me both on where to put 2600 stuff, hard to say where to file it? ???

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The mockup is inspired by Strategic Simulations' AD&D games where map navigation is on a first person view, and baddies walk up to you before you go into combat (which is a separate screen which I haven't tried to draw yet).
I'm not familiar with the inspiration so I'll have to look into that. I will say that separation of activities into different screens or modes is something I can recommend for any 2600 game since the lack of drawing units is not unlike a polygon limit in that isolation and concentration of rendering power to one focused subject matter will reap rewards.

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I'm hoping to make sure the restrictions work out so hopefully BladeJunker will comment here.
The restrictions look to me that they will work, 2 line kernel Playfield render with per scanline color changes. You're a lot more conservative than I was when first started trying this stuff out, I went overboard so many times. :lol:

Not a bad choice clipping the background for the sake of changing the monsters color scheme as its a good method to get familiar with. However you're already so trim with your rendering use you could probably use a mid-line color change within the middle 16 pixels of the Playfield and preserve most of background on the sides and use any of the movable object sprites to fill in the remainder of your background clipping losses.

Another option is to render the monster using both Player objects as an overlay stretched to maximum width, if you don't need any Missile bits within that vertical zone this would completely avoid any background clipping issues. Since your backgrounds are mirrored using Player objects for the monster would avoid the extra costs of drawing an asymmetrical Playfield to insert the monster tile made of Playfield pixels.

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Designed this so that the sky color can change and still look alright on daytime sky colors (also I just realized that I didn't adjust the colors on my desktop computer so the colors will most likely change).

Sounds good, plenty of color shifting routines on the 2600. As far as the colors being off its the same old story of NTSC or Never The Same Color, most posts on AtariAge tend to vary between emulator results and changes needed when running on actual hardware plus NTSC and PAL differences. Manual tweaking at actual run time isn't so bad since we're not using that many colors to begin with.

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This was fun to do.  I'll probably have to make improvements in readability for the armor.

I think I'd recommend trying for more iconic readability as large chunky pixels turn into noise very easily, might want to try one color first for composition and then consider color zones afterwards with some tweaking. I saw some good examples by Pac-Man-Red over at AtariAge on utilizing per scanline color changes, he's quite good at drawing sprites in general and he often draws within a 2 line kernel resolution. Here take a look.http://www.atariage.com/forums/topic/169238-free-sprites-for-the-taking/

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Not sure what I want to do about the HUD at the bottom.  Not even sure what I want to put there to begin with since imitating the full statistical gameplay is out of the question.

EDIT:

I'm looking into HUD/stat related limitations soon so I'll post that under my discussion asap. You're right to be doubtful about full statistical tracking as the 6502 CPU is limited in speed but any kind of turn based gameplay should help so it only has to do 1 or few things at a time.

Anyway looking good in my opinion. :)

69
General Discussion / Re: Atari 2600 pixel art?
« on: March 10, 2012, 12:27:20 am »
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Okay so, you just mean that each lane has sprite copies within them, but the sprite changes when you go to the next row?
Yes each sprite has its copies within each lane by default, like a conveyor belt. The sprite can change for every row or lane thus in Frogger it starts with a log lane then turtles, then log, log, turtle, truck, car1, car2, and lastly car 3 which all share the same object but since they are vertically isolated from each others scanline "zones" there is no flicker byproduct.

70
General Discussion / Re: Atari 2600 pixel art?
« on: March 09, 2012, 06:34:24 pm »
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I know that the 2600 is different from other consoles and that it's on a per-scanline basis instead of a per-screen one, but I'm still failing to grasp what is actually going on in your example.  Are you telling the 2600 to draw the player sprite's line again with different data and then on the next scanline starting from the leftmost sprite again, or are you changing the data of the player sprite when going to the next instance of a copied sprite?

I am thinking of just making a note in my summary about things changing within scanlines.
Please show mercy, no more questions. :lol: JK

The 3 copies possible with both Player objects and Missiles are guaranteed horizontally, you set a gap distance and the number of copies to 1, 2, or 3 and it draws every copy wanted with a single pass of all the scanlines the sprite occupies within its height. Changing sprite data in Frogger is done within isolated vertical sections of the screen or lanes of any height(Your choice on the height of the vertical zones as its defined by the Player objects height.).

The only instance where you have 2 or more passes of the same scanline involving the same sprite object is when you multiplex flicker one Player object to draw 2 or more different sprites within the same vertical zone or when you draw the same sprite but along the same scanlines at random distances from each other EG. Pac-Man ghosts move independently through the maze so they can't keep a set distance from each other within the same scanlines so they are rendered using multiple passes instead of one like fixed distance copies do.

Its usually costly to change things per scanline thus the vertical isolation and stacking layouts common to 2600 games. I've been mostly trying to work around this limit since it restricts the types of games you can make, how many variations on Pong and Kaboom can the human race endure? :)

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