Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - BladeJunker
Pages: 1 ... 3 4 [5] 6 7 ... 9

41
General Discussion / Re: Intellivision Pixel Art Guide.
« on: April 18, 2012, 06:11:13 pm »
Very cool, did you use a premade code setup or do you know Assembler?

A bit of assembler, actually. It's not as scary as 6502 assembly, shockingly enough..

And I come bearing gifts.





It should also be noted that Sears Super Video Arcades, Sears's Intellivision clone, has its own EXEC.BIN that erases all text from the fourth and fifth rows from the top.

Yeah native 6502 coding is tricky I've heard but its the only way to push the 2600 harder, less abstraction layers. Still the 16-bit CPU in the INTV should offer a little leeway in code structure having more muscle.

What a lovely gift it is too, you should add an exclamation point to the title to complete the sentiment. :lol: I really like the basic layout and colors, I find it relaxing to look at and it feels just right for fishing. Even though I like the Orange I think maybe you should switch the fisherman to Yellow as his hue matches the sky hue so he's blending in instead of popping.

Oh Sears why did you do that? :( Well that is a good chunk out of the font losing most of the lowercase and a bit of uppercase plus some useful symbols, that does put more burden on the GRAM to fill them in order to support the Sears Super Video Arcades(What a mouth full lol.). Damn what an annoying variable but I'm still glad you brought that to my attention so thank you. :)

42
General Discussion / Colecovision/Others Pixel Art Guide
« on: April 16, 2012, 11:02:10 pm »
I figured I should cover the big 3 from that era in video gaming history, Atari 2600, Intellivision, and the Colecovision. :)

Let's start this by discussing the history and status of the Colecovision in North America at least as others will have to comment on what kind of hold the Coleco had in their regions, so speak up and contribute if you own any of these systems now or when they were new. ;D

The Colecovision came late, to be specific it just got started when the Video Game Crash occurred which resulted in a premature loss of the usual time game developers have with a console where software improves gradually up to the end of its life cycle and the games get the benefits of much trial & error when people experiment and discover the unique strengths of any hardware. So the surface was barely scratched on what the Coleco could do when pushed to its limits. I played Colecovision back in the day but did not own one however I still think it got the short end of the stick having so much squandered potential.

However the video hardware and CPU range used in the Colecovision did not go unused elsewhere as the MSX1, SG-1000, Coleco's ADAM computer, and the TI-99/4A made by Texas Instruments which manufactured the major chipsets that went into these systems. The TI-99/4A computer generally had a longer status having came earlier than the Colecovision as well as the MSX1 computer which sold very well in Japan. From what I've read the SG-1000 was primarily sold in Japan and parts of Asia so it didn't make much of a splash globally.
Subsequently the MSX1 is the best pixel art reference in general followed by the SG-1000 because of the wealth of games made for it as well as that the Japanese spent more time with it as an art form while American developers tended to mostly pursued a more basic approach to graphics back in the day except for arcade ports. It's mostly homogenized in graphics quality within the homebrew scene today but the MSX1 is still the front runner as far as reference goes with porting of past MSX1 to TI-99/4A since it has a fairly large backlog of quality games only released in Japan.


*Fun Facts:Coleco (a contraction of COnneticut LEather COmpany), makers of the Cabbage Patch doll.

Video Chips to Consoles:
SG-1000=Texas Instruments TMS9928A

TI-99/4A=TI TMS9918A VDP (TMS9918 in the earlier 99/4, TMS9929/9929A in PAL versions. Distinct in being the only chip on the TI motherboard which had a heat sink on all models. Early models also had a heat sink on the clock generator, the TMS9904.)

Colecovision=Texas Instruments TMS9928A

MSX1= Texas Instruments TMS9918


CPU, sound hardware, and performance differ between these 5 systems to a degree that I can't comment on as of yet but the basic graphics limitations match primarily the screen resolution and color palette.

The screen resolution is 256X192. Decent amount of pixel resolution and no analog stretch required since it is 4:3 by default.


Here is the color palette which is fairly close in my opinion as I own a Colecovision and a TI-99/4A. 15 colors available with the 16th reserved for an alpha channel.

Also here's a person who interpolated an RGB palette from his ADAM computer which looks the same as the one listed here so I think its legit.
http://users.stargate.net/~drushel/pub/coleco/twwmca/wk961118.html
It has that same de-saturated look of the C64 palette but its not nearly as balanced, however I think it has a charm to it. ;) I haven't tried it much so here's a cool pixel art I found to demonstrate its color potentials. ;D




Sprites:
-32 sprites at once out of a library of 64.

-4 sprites per scanline by default.

-Sprite can be 8X8 or 16X16(All must be the same size.).

-1bit color so opaque and alpha, layering to increase colors per sprite which in turn uses sprites. Here's a good article about layering Coleco sprites effectively.
http://www.siggraph.org/publications/newsletter/v32n2/contributions/molyneaux.html
*It aggravates me when those that feature pixel art uses JPG format, it bugs me even more when the block compression is set this high. All web browsers support GIFs right and at least most support PNGs. Oh and don't get me started on pixel art resampled to incompatible resolution scales. :yell:

-Only 2 colors per 8 pixel wide line.


Scrolling:
Yes it can scroll but to do so smoothly requires special coding in the engine otherwise it will simply jump 8 pixels at a time by default which is jerky.


Haven't had much time to delve into Coleco matters with the 2600 and Intellivision research still in progress but here's some links to related content that will inspire you for now.
http://msxdev.msxblue.com/?page_id=275(Nudity warning, one game has a naked dude.)
http://www.msx.org/forum/msx-talk/software-and-gaming/possible-gng-remake-msx?page=2
http://www.generation-msx.nl/msxdb/softwareinfo/3156
http://www.youtube.com/watch?v=PMbqf-SpYS4
http://www.mobygames.com/game/msx/playhouse-strip-poker/screenshots(NSFW, nudity warning)
http://www.mobygames.com/game/msx/strike-force-harrier/screenshots
http://usuarios.multimania.es/tulacki/msx/
http://www.digitpress.com/library/interviews/interview_steve_zedeck.html
http://www.msx.org/forum/msx-talk/software-and-gaming/popeye-msx?page=0
http://boards.openpandora.org/index.php?/topic/102-recommended-best-games-on-msx/
http://www.icongames.com.br/msxfiles/blog-en/2008/07/17/sg-1000-re-convertion/
http://chipmusic.org/forums/topic/4103/pixel-art-tools-and-related/page/5/
http://www.msx.org/forum/development/msx-development/wondering-how-smb3-would-look-msx1?page=4
http://www.msxblue.com/?p=3513&lang=en

In many ways I don't think there is as much to explain with Colecovision graphics standards since its pretty easy to understand so I think most further posts will just involve experimentation with the palette. This is why I added this long list of links to wet your appetites. :D

Here's a homebrew I quite like called Ghostblaster made by a fellow Canadian Daniel Bienvenu AKA Newcoleco, great stuff with full scrolling and level editor plus a trim level export format.


Download Ghostblaster:
http://ccjvq.com/newcoleco/

Newcoleco's Youtube channel:
http://www.youtube.com/user/newcoleco/videos?sort=dd&view=0&page=8
Talented guy, lot's of good videos to watch including game development for Coleco games.

And the Coleco Homebrew Scene:
http://www.colecovision.dk/homebrews.htm

43
Pixel Art / Re: Berzerk - ZX Spectrum update
« on: April 15, 2012, 01:56:22 am »
Yikes, that mockup look painful to play. What are you restrictions here? How does the palette work, what colors included?
Here you go. :)
http://www.wayofthepixel.net/pixelation/index.php?topic=10784.0#post_zx

44
General Discussion / Re: Intellivision Pixel Art Guide.
« on: April 14, 2012, 01:54:16 pm »
Well I thought I should try ANSI based images for the INTV to see if it would work and it did, kinda. :-\

First I'll credit enz0 for this fine ANSI art.

I started with the assumption I could use existing GROM characters at least partially with some added shapes & dither blocks through the GRAM. For the most part it works but the scale of block is so large to the screen scale I ran out of space quickly and the cells looked quite macro.


So I reduce the cell size to 2X2 pixels which gave me enough screen space to fit the entire image in. Some characters didn't work at 2X2 (Big surprise.) but for the most the basic ANSI blocks look okay. The biggest thing here is the increase in GRAM use from the reduced cell size which reduces the degree at which 8X8 pixel blocks can be tiled repeatedly. To decrease the number of image flops used in GRAM when set as Background Cards I'd likely make blocks with the highest degree of re-usability Foreground sprites so I can flop them horizontal and vertically.


And here I went for broke and increased height resolution to the dither related blocks for a more crisp picture. Overall except for the first try its not very ANSI in rendering setup, what we really have here is an ANSI style image which will be broken down into a tile set that will vary from image to image rather than using a single character table. Still it should offer a least some image compression and fit into the 64 card limit better since there isn't enough GRAM cards to fill every grid space with a unique character and the GROM characters alone can only offer more abstract images overall. Definitely need some kind of editor and converter program as this would be tedious to transpose manually.


Not sure who composed this, "Ask the Whale" was my only clue. :lol:

Anyway more basic and angular but at 4X4 pixel cells it should produce a much smaller tile set on average per image being 1/4 of the default cell size (8X8 pixels) compared to the 1/8(2X2 pixels) of my finer detail example.

45
General Discussion / Re: Intellivision Pixel Art Guide.
« on: April 14, 2012, 05:35:36 am »
The joke? Not really, but to see who can memorize an Intellivision game by the title screen. Plus I managed to get my mockup title into part of the program itself.

Lol okay that is funny, yeah I don't know where the standardized INTV title screen came from but it was probably a space saving effort. :lol: Still custom approaches to title screens and menus aren't restricted unless you absolutely want your ROM sizes the same as they were back in the day.

Quote
Before:



After:



Very cool, did you use a premade code setup or do you know Assembler?

Quote
The GRAM is 64 individual 8X8 or 8X16 sprites or "cards" meaning all animation isn't confined to a single 64X64 image page which is great since that would have been seriously hard to deal with. So the number of cards used total is the true limit while animation per card is a secondary lesser concern, this means in the case of sprite rotation states each rotation equals an individual card per visible state on screen rather than each state belonging to a single image file. While you can mirror a GRAM or GROM card as a foreground sprite a background can't thus the L,R,U,D instances of the same tiles in the GROM.

And reading through this, it's hard to kind of see what you mean. So it's possible to have any amount of these 64x64 (or 512-bytes) images, but only enough to fit one can be visible at the time? And I see that only foreground sprites can go with rotations, while background ones can't.

I guess this description needs revisement. ;) Okay each card is 8X8 or 8X16 pixels not 64X64 and there are 64 cards total with cards being individual image files not a sheet, I added spaces to the visual example to imply division in the files so it wouldn't look like a sheet. I guess a good analogy would be that a INTV Card is like an animated GIF with all the animation frames contained within but belonging to itself like a container. If you had a directory of cards they would be several files not one, hope I'm driving that point hard enough. :P

The issue of increased card use comes from having sprites animate differently from each other on screen such as one walking and one attacking would use 2 cards instead of 1 even if its the same enemy sprite. If they all moved in unison that would only require one card regardless of the number of copies used on screen. Its mostly an issue of enemy sprite needs since they would be cycling multiple GRAM cards almost constantly while a single main player sprite can swap between animations using one single card.

In regards to rotation states in foreground active sprites you have horizontal and vertical flopping which would allow an 8 state rotation of a Top Down sprite to only need 5 states but to achieve the same thing with a Background tile would require the full 8 rotation states since it can't flop. In this regard the INTV is more optimal with pure Side or Top views while Top Down or Isometric perspectives are harder to achieve as they require fewer total on screen units to make up for the number of GRAM cards consumed at any given time.
Actually Top Down and Isometric views would probably be best served through approximations using the GROM characters in an ANSI style manner, someone suggested Prince of Persia INTV at AtariAge and I've been trying to make basic environmental graphics using GROM characters mostly to free GRAMs for characters and items better served with custom graphics.


46
General Discussion / Re: Intellivision Pixel Art Guide.
« on: April 13, 2012, 06:38:42 pm »
Having grown up with an Intellivision (along with a Genesis), it feels great finding some form of graphical standards for this. Just lacking a Cuttle Cart.

Anyway, I whipped up some mockups and am wondering if they'd fit in with the restrictions of the Intellivision.




Neat stuff, I actually saw this first at the "Please say this is going to be a game" thread on TIGForums. Actually could you let me in on the joke you alluded to in that thread?
http://forums.tigsource.com/index.php?topic=7091.4710

Well it looks reasonable enough to me, even at 16X16 per fighter I think the INTV is more than capable to run this. Both fighters together would be 4 MOBs(sprites) with 4 to spare for anything else (fireballs/spectators).

It makes me think of SF2 Anime with Ryu and Sagat fighting in the field, although its sunny so maybe SFA1 fighting Bison idk. :)

47
Pixel Art / Re: Atari 2600 RPG mockup
« on: April 12, 2012, 07:49:57 pm »
You don't have to use this but I thought it might benefit the forum to see a demo of what I was describing with your previous Camp screen design.


Here's one that incorporates Playfield based fonts which as you can see are quite large. :lol: I used one mid-line color change to give the stats there own color zone which wouldn't be too expensive with only 2 zones. And moved the camp fire graphic over one Playfield pixel since it was intruding on the Playfield column next to it by only a small degree, better to confine that graphic to the first 20 bits of the register in this layout.


Here's the same thing but without a mid-line color change where the stats share the same scanline colors as the camp fire graphic, not too bad as the gradient adds something to the numerals.


In the last setup the icons at the top are both Player objects be multiplexed to display 2 icons each. The 4 numerals per party member are split into 2 groups of 2 numerals done by multiplexing the Player object that isn't the character sprite while the second set of 2 numerals is rendered using bit constructed sprites made from Missile1 which uses 2 copies and multiplexes to produce the 4 pixel segments needed for both numerals.
While flicker is needed it would likely be minimal and perhaps with a mid-line color change applied to Missile1 and the Ball may allow them to fill in the spots being multiplexed by Missile0 instead which could get rid of the flicker or at least reduce it.
At the bottom I included the closer spacing option just for comparison.

Actually scratch what I said here since I forgot about the SCORE bit which makes this design completely easy to do as the 50 50 screen split of color for the Playfield is supported in hardware. So duh on my part for calling this a mid-line color change. :B

48
General Discussion / Re: Atari 2600 pixel art?
« on: April 08, 2012, 05:18:35 pm »
Oh I just wanted to recommend this book on the 2600, its a fun read which includes easy to understand tech jargon, amusing anecdotes, and a great deal of Atari history as well. :)

Racing The Beam.

49
General Discussion / Re: Help me find this image!
« on: April 08, 2012, 06:15:46 am »
From browsing this forum, I found an amazing work of art:   A happy robot stomping through the streets - while trying to catch an airplane.  Very nice colors and pixel work.
I used to have it as my desktop background, but since then, have upgraded from a crashed computer and now I can't find the image anywhere :(

Help me find it! Full image please?  I just want to sport it on my desktop!
Is this it?
http://www.pixeljoint.com/pixelart/40044.htm

50
General Discussion / Re: Atari 2600 pixel art?
« on: April 03, 2012, 05:05:10 pm »
Whoa!!

Thanks for such a detailed explain, BladeJunker! ;D
I also loved your demakes! Thanks again! ^^

But since it was just a time kill, I'll call it a 7800 game.
Well I had some time and I really like your mockup so I thought a full analysis was prudent. Thanks for the compliment, I think demakes are quite neat in general.

Lol yeah I think of jumping ship often to the 7800 since despite some complications in pointer based programming it is much easier to design pixel graphics for. :lol:

Pages: 1 ... 3 4 [5] 6 7 ... 9