Subject: Re: [stella] Beat 'em up 05 From: emooney@xxxxxxxxxxxxxxxx (Erik Mooney) Date: Thu, 06 Aug 1998 17:42:45 GMT |
>That would be very nice! I wrote myself a converter program, that >takes PCX files with 320*200 pixels and 256 colours, so I would >prefer this format. All colours between 0 and 127 are regarded as >pixels, all colours between 128 and 255 are background. I can send >you PCX files with a NTSC or PAL VCS palette, if you want me to. > >The sprites are 42 pixels high and 48 pixels wide. Currently I'm >using monochrome graphics, but if you can come up with good >colour-sliced animation frames, I would take those too. It would I thought we had figured that you wouldn't have the cycles to write six playfield registers and one color... you'd have to drop the characters to 40 pixels wide to include a COLUP0 rewrite...? >I haven't fully decided yet what moves I want to use or how many >animation frames I would need per move, but I can fit four monochrome >sprites in one kb. So there should be enough room for about 80 frames >in the game. I would like to mirror the spites for the fighters facing >in different directions, so you should take that into account. Make sure your code can handle reversed players... setting REFPx isn't enough, you have to write the bytes not in 1 2 3 4 5 6 order, but 6 5 4 3 2 1. You might need two copies of the display kernel...? -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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