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Topics - BladeJunker
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1
General Discussion / ZX Spectrum info.
« on: January 31, 2013, 11:43:17 pm »
Could anyone recommend some good ZX Spectrum forums, found some art sites but I'm looking for the more widely popular community pages? I'm not fussy but English would be preferred.

Also does anyone know of a good place to buy a ZX Spectrum, like from the UK to Canada? Never imported anything so I'm a bit apprehensive about it but the Spectrum never reached the shores of the Great White North. :lol:

Might as well paste some pictures in for something to look at. ;)
The attribute clash aspect is a pain as is the palette brightness separation being easy to forget about but otherwise it's pretty standard 1-bit color pixel work IE. one color and lots of dithering not unlike Classic Macintosh displays.



2
General Discussion / EGA Color Palette(s)?
« on: December 15, 2012, 06:07:37 pm »
I was looking into 8-bit aesthetics and tech and landed on EGA for a while, looked at past reference and tried the colors out with some stuff.



Despite finding some color ramps I could live with I was kind of missing orange and a better medium skin tone than the usual 'Lobster Red' or green & yellow typical to EGA. Also magenta is not a favorite color of mine to work with. :lol:

I just sort of stuck to the standard EGA 16 color palette explicitly which I read are matches for the colors found in CGA. Although not immediately I did come across an EGA game that used orange, although only one screenshot is specifically marked (EGA).
http://www.mobygames.com/game/dos/megatraveller-1-the-zhodani-conspiracy/screenshots

However going over the Wikipedia entree of EGA it does say:
"The EGA palette allows all 16 CGA colors to be used simultaneously, and it allows substitution of each of these colors with any one from a total of 64 colors (two bits each for red, green and blue)." http://en.wikipedia.org/wiki/Enhanced_Graphics_Adapter

That lead my to the EGA Color Table.http://upload.wikimedia.org/wikipedia/commons/d/df/EGA_Table.PNG From there I saw more color options and some oranges among other colors to use.

So my question (born of confusion) is if any games actually applied full use of the 64 color palette found in EGA for differing 16 color global palettes and if not why not? I looked through many games but did not find many games that didn't use the default EGA(CGA) 16 colors. I'm not saying the EGA color palette is the greatest but there are some nice alternative colors in there to use.
http://www.mobygames.com/game/dos/ghosts-n-goblins/screenshots
http://www.mobygames.com/game/dos/forgotten-worlds/screenshots
http://www.mobygames.com/game/dos/gods/screenshots

If anyone could shed some light on this or maybe some directions to where I might find someone to remedy my confusion it would be most appreciated. :)

3
Pixel Art / Minecraft type game/Atari 2600 shading concept.
« on: May 16, 2012, 11:31:51 pm »
Hello I've been trying many ways to get more traditional lighting and shading into 2600 graphics or to be more specific the hot and cold contrast between foreground to background. Usually in 2600 games there is no background making the visual difference between solids and BG details moot.
I had considered mixing objects to get shading colors but there are so few and precious sprites or bits on the 2600 and other means for more colors per scan line are sparse and costly enough that I would rather save them for more distinct color changes from tile to tile(EG vertical pipe through a floor plane).


Mostly its about vertical line gap distance in the background to create contrast but I'm not sure how good this looks so I'd like to get some impressions and CCs. Grabbed a Game Boy shot of SML3 and tried a translation. I put a couple background line densities of the same BG forms into the mockup for comparison.


Can't say I've formally decided on overall styling yet as in Fantasy, Sci-Fi, Fantasy Sci-Fi lol, or maybe a Steampunk vibe like Dark Cloud has. Definitely leaning to the Chibi or Sackboy standard in physical stature or big noggins, little body to get as much detail and personality into them. Despite the confines of 8 bits wide Player object that I likely can't enhance given the other sprite demands I have been trying to get some variety in body types and gender traits. In the end I may have to emphasize the costume and animation space most and just go with a blank circle for the faces.
My nieces showed some interest in Minecraft but were underwhelmed with the avatar selection being so plain and without any stronger "girly" options in appearance. They also wanted to move the furniture around a lot but things like item chests are a pain to move. :lol:

Back when I started my research I tooled with the idea of a Minecraft type game on the 2600 but I had a lot of false starts since I knew next to nothing about the hardware, even now there are dark spots in understanding it.
I might go up an Atari hardware generation to the 5200/400 range since its less stressful from a hair splitting standpoint but I can't help but think that I'd miss out on an opportunity at defining a good 2600 standard sooner rather than later. Still if I had the increase in sprite objects found on the 5200 I'd know exactly where to use them to enhance the graphics.

The primary issue is getting shading out of one color as I likely can't invoke much in the way of color changes per scanline as I have a lot of sprite related overhead for NPCs. This is also true with the sprites as well with color variety which I have tried a couple styles of dither on them in my attempt at two distinct lighting states to reflect the shading more correctly than is possible with just a palette swap.

Gross lighting system uses the Background layer and it will likely palette shift a day to night change plus the lower half darkens based on density of ground material IE. a solid line of material across the entire screen width equals blackness below it. Hopefully I can finagle a sun & moon block into the background with a mid-line color change and make it go up and down.


Well here's my first actual post, I hope it looks like a good one. :)

4
General Discussion / Commodore VIC-20 Pixel Art Guide.
« on: April 18, 2012, 11:04:08 pm »
I already have my hands full with 3 guides to craft & maintain so I was wondering if anyone had tackled the VIC-20 for a restriction guide? I've found some information on how it operates, another unique specimen that lies somewhere in between other systems in terms of graphics and performance. I'd be willing to give it a go eventually if no one has seen one. :)

Slim pickings for pixel art examples but here is what I found.
ptoing

http://www.pixeljoint.com/pixelart/18563.htm

saehn

http://www.pixeljoint.com/pixelart/47201.htm

Lackey

http://www.pixeljoint.com/pixelart/24958.htm

saehn

http://www.pixeljoint.com/pixelart/47200.htm

5
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

6
General Discussion / Intellivision Pixel Art Guide.
« on: April 02, 2012, 11:48:08 pm »
Well I haven't given up on my Atari 2600 pixel art guide I just needed a break from it so I decided to try one for the Intellivision since its much more straight forward from an artists perspective and the INTV could use some new games if anyone is inclined to propose a mockup.  :)

The screen resolution is 160X192 but since the scanlines are doubled its 160X96 in practice. If you want to use any double tall resolution graphics you'll have to use a 320X192 canvas instead.

Yeah its pretty tight as resolutions go but I think many lo-fi artists could have fun here. ;)

I guess your best references at this point in time would be the Atari Lynx, Game Boy Color, Game Gear, or any of the other portable with low resolution screens. This should help with understanding on how to get the most of layout designs with so little resolution.
Other close cousins to Intellivision would include the SG-1000, TI-99/4A, Colecovision, ZX Spectrum, really any platform with 1-bit color sprites & tiles. I try to find similar platforms whenever possible which gets harder the further back you go since hardware costs were tight back then that you really see a splintering to a myriad of seemingly bizarre setups compared to the tilemapping we know and love that became a standard (EG. 2600 & Apple II, quite unique to say the least.). :huh:


There is scrolling for both the X & Y axis so this will help with the tight constraints of the screen resolution.

The graphics are split into 2 distinct groups of GROM & GRAM. GROM is a 214 character table that includes a font and many common tiles used in most games. Why 214 instead of 256? Well space was skimmed off for the EXEC ROM, those noise tiles are actually funny enough program code. Apparently B-17 Bomber ran out of sprite space and used those noise tiles of program code for explosion sprites. Regardless GROM is pre-programmed on an EPROM within the console so it can not be altered.

Here's the GROM table. If you've seen an INTV game you've seen these characters.

Just a partial glance you can see all the usual bordering tiles used to form level graphics like corners,straights, diagonals. You have basic control over the GROM characters to make them either game sprites(opaque & alpha) or background tiles(2 colors opaque).

I should give you the hexidecimal map for the GROM.

The noise or program code tiles aren't listed here, I can't say for sure if they are stable in pattern.


And the GRAM. Sorry I had this all wrong initially. :-[

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.
For another example in a platform game the main player sprite could be confined to 1 or 2 cards depending on size since its animation is confined to a single visible entity while enemy sprites can and will differ in animation even with copies of the same sprite, therefore each animation seen equals an individual card so differing animations can be seen at the same time.
The GRAM card Foreground Background system has its limitations but it seems like an elegant solution for the time period with both sprites and tiles getting a crack at those 64 cards plus animation can increase or decrease per card at multiple frame rates rather than image page divisions among multiple characters.


The INTV is fairly capable for animation for its time as the infamous "running man" had a whopping 7 frames in his cycle so unless you're doing Prince of Persia or Street Fighter 3 I think moderate animation frame limits should work.


Best sprite I could find which has a 2600 Waterworld guy behind him, not a lot of vintage sprites to find I'm afraid.


Here was my initial inquiry into INTV performance, a treatment of Gauntlet.

A pretty savy programmer DZ-Jay gave me some INTV info but what surprised me most was that he questioned my plans to use the GROM characters so much as my Gauntlet spec plan barely used any GRAM, in my defense I didn't realize the GRAM was 64 individual sprite files so I had taken an extreme approach at saving what little image space I thought I had( The now defunct 64X64 sheet, again sorry.).
Still that inquiry really opened my eyes on what the INTV can do as layering and double resolution sprites didn't seem like such an extreme expense anymore. So while I can still recommend using the GROM characters whenever possible the use of GRAM for background tiles isn't as restrictive as I thought.
Back to Gauntlet, some things in my plan sounded possible primarily the use of background cycling to create the monster bunching which I gleaned from the Nes port on how to produce so many monsters with so little sprites. I truncated the HUD to a smaller trimmer layout, I had tried the full original density but it was too big and dominant to the main game space. I might stick with the Bird's Eye perspective to keep the number of rotation states minimal if it can aid in layering in more colors but if it doesn't I may change to a Top Down perspective for increased visual depth.

Actually congrats to DZ-Jay's homebrew, its out of testing so its practically done and I guess carts will be produced soon. :)
http://www.techunlimited.net/xmas_carol/story.xhtml
Here's some teaser trailers for Christmas Carol.
http://www.atariage.com/forums/topic/196380-christmas-carol-teaser-1/
http://www.atariage.com/forums/topic/196562-christmas-carol-teaser-2/
http://www.atariage.com/forums/topic/196869-christmas-carol-teaser-3/


Here is the 16 color palette of which all can be used at once on screen. The friendly person who directed me to this RGB bitmap said flatout that it was not accurate, N(ever)T(he)S(ame)C(olor) analog strikes again. :lol: Still there is only 16 colors that even if they are off we're not talking fine gradients here since the color palette is saturated and mostly split into primary colors.

Its close enough you can make most of the broad assumptions everyone does when looking at a color palette. As you can see it includes the usual suspects of primary colors, B&W, Medium Grey, some Fleshy earth tones, and 2 Magentas since the real world is full of magenta.  :P


Despite layering costs I thought I'd put the palette through its paces. Some gradients have good contrast others not so much. Black works as a "go to" color for shadows but in some ways you're better off going for a hue approximation with brighter and darker shades of differing color. Overall a very saturated palette not unlike a Crayon box that does a decent job of covering most basic game settings and character sprite color needs.

I think anyone familiar with ZX Spectrum pixel art will likely be pro-efficient at drawing anything for the Intellivision as the same 2 colors per block rule applies. Other connections lay in ANSI style art as well since level construction especially games that involve a series or art slides(Adventure genre) built with blocks graphics aids in the compression of the game overall. Also if you've done the work of layering NES sprites to exceed 3 colors you're more than ready to try 2 or 3 color Intellivision sprites.

There are some palette restrictions, I haven't been able to wrap my head around it yet but I don't want to misinform so here's some info.
http://wiki.intellivision.us/index.php?title=STIC#Moveable_Objects



Sprites are in 1bit color so opaque and alpha.

-Sprites can be 8X8 or 8X16 individually or stuck together to make larger sprites.

-The default is 8 sprites or MOBs per screen. Fun Fact: Marketing forbid multiplexing of sprites on the INTV initially because it caused flicker, this didn't last fortunately and games like Space Armada, Star Strike, and Tron Solar Sailer broke this rule.

-Because of hardware limitations the only way to increase the number of colors in a game sprite is to layer sprites which is easy to do. The main drawback of this is the expense in cards and MOBs.

-Stretching: Horizontal (1× or 2×) and vertical (1×, 2×, 4× or 8×)

-Something unique to GRAM is that you can draw sprites double tall and use the 192 scanlines the GROM is incapable of using. The cost of this is 2 cards per 8X8 block as one double tall card will only cover an 8X4 dimension onscreen.

-Mirroring: Horizontal and vertical


The Atari 2600 has the Harmony Cart and the Intellivision has the Cuttle Cart 3.http://www.schells.com/cc3.shtml They both represent the easy way to develop homebrew since you can revise the game ROM with updates without burning through actual cart ROMs. Anyway nothing new here as there is the EverDrive among other commercially available flash carts.

Also found something called a Intellicart which actually does incorporate bank switching for more expansive games, it appears to be made by the same guy Chad Schell. http://wiki.intellivision.us/index.php?title=Intellicart

Here's a modern homebrew called DK2 Arcade that Elektronite is making.http://www.elektronite.com/d2k.htm


http://www.youtube.com/watch?v=-N1b7R4s6G0&feature=player_embedded#!


I know the INTV controller is less than comfortable but we're starting from scratch here so why not turn the controller on its side, man that feels good. :y:

It won't help existing INTV games but any homebrew can just flip the inputs around EG. Up=Right or Fire1=Start & Fire2=Select, etc. .
I posted the subject and got mostly positive feedback as well as some tips for operating the INTV more comfortably in its vertical position.
http://www.atariage.com/forums/topic/196230-intv-controller-sideways/

Yeah the button symbols don't line up but we could just cover that with an overlay graphic designed for horizontal orientation instead of vertical. ;)


Other than a few non common screen modes I'll add here when I can understand them and discussing color techniques I think that covers it. I just started delving into this hardware so I'm not sure how much is left to say. Anyway if you appreciate video gaming roots perhaps you'll give this restriction limit a try.  ;D

7
General Discussion / Atari 2600 Pixel Art Guide
« on: March 01, 2012, 02:25:52 am »
Hello, long time lurker (about a year), big fan of this forum, and just signed up today. :)

I could ask where is all the Atari 2600 pixel art at but I already know the answer. The 2600 is shall we say "resistant" to art to say the least lol. If you've never delved into a TIA manual I can tell you its amazingly complicated for what amounts to a very basic graphics hardware.

So what am I here about?  Well I'm crafting a sort of artist's guide for 2600 based sprite design, techniques and methods that work well within its unique limitations. The aim is to foster a greater following in Atari 2600 based pixel art to something along the same lines as the C64 has in demos and those that enjoy drawing within any specific hardware limit challenges. I feel there is a rift between pixel art and the 2600 I'd like to bridge.

My guide is nowhere near complete so I'm mostly just testing the waters on whether there is any interest in this idea. I'm far from an expert but I have been experimenting within these limitations for several months, consulted at AtariAge on the feasibility towards rendering, and have found many "standard" methods and practices for adapting most common pixel art types (Sprite sizes, Portraits, Title Screens, Genres, etc.) to a compatible 2600 equivalent.

Anyway too early for a submission yet but I'd like to hear everyone's thoughts on the subject, anything really, perhaps someone has already done this?

Never stop drawing,

Bladejunker :D


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