Aw sweet, this looks pretty fancy indeed 🙂 Love the colorfulness. (That may be what is breaking the gif rendering too, it tries really hard to make the output as small as possible) Anywho; great work so far and I can't wait to see some neat progress 🙂 Are you taking a break from Alien Breed?
MateoConLechuga wrote:
Aw sweet, this looks pretty fancy indeed 🙂 Love the colorfulness. (That may be what is breaking the gif rendering too, it tries really hard to make the output as small as possible) Anywho; great work so far and I can't wait to see some neat progress 🙂 Are you taking a break from Alien Breed?
Thanks! The sprites are essentially taken directly from the Amiga original, with the exception of me updating the colours of the shoulder/chest sash for each character to match the TV series. It will make the different characters easier to distinguish between 🙂
This is my first implementation of vram flipping too, thanks to your notes! I was surprised how much delay the vram flip causes, but I guess that's just due to having to wait for the interrupt to avoid glitches?
Alien Breed is in progress, I'm just juggling that and this. I expect Alien Breed will be released before this, although plans can always change haha!
JamesV wrote:
This is my first implementation of vram flipping too, thanks to your notes! I was surprised how much delay the vram flip causes, but I guess that's just due to having to wait for the interrupt to avoid glitches?
Yeah, if you don't wait for the interrupt to set, it likes to cause a lot of problems, such as shifted colors and a whole lot of other madness. It's still quite a bit faster than ldir though.
Anyhow, nice! Sounds like a good plan indeed 🙂
Pieman7373 wrote:
Does it work on the CSE?
Quite simply, no. The CSE doesn't have the graphical capabilities to do this smoothly; and the memory requirements to store all the information. It could possibly be back ported, but would be a ton of work.
Yeah it's unlikely that I'll be making a CSE version of this - I'll never say never, but it's not something I'm working on at the moment, sorry!
And 10 years, 26 days later...
This project came back into my mind again recently, so I figured I'd toy with it a little more.
We now have an animated walking sprite. If you pay close attention, you'll notice that the feet don't quite remain planted in one place on the ground, which is not intended.
So, next step is that there will be some tweaking involved by way of a lookup table, as in the original Amiga game the player moves 2/3px depending on the frame.
This project came back into my mind again recently, so I figured I'd toy with it a little more.
We now have an animated walking sprite. If you pay close attention, you'll notice that the feet don't quite remain planted in one place on the ground, which is not intended.
So, next step is that there will be some tweaking involved by way of a lookup table, as in the original Amiga game the player moves 2/3px depending on the frame.
A few small updates:
- Fixed the issue with the character slightly moonwalking
- I split the head sprites from the body to save space, which initially resulted in this blursed result
- I snipped the "standing still" head frame, plus the other character heads from the original game
- Set up the basic framework to have 2 characters in play at once
- Fixed the issue with the character slightly moonwalking
- I split the head sprites from the body to save space, which initially resulted in this blursed result
- I snipped the "standing still" head frame, plus the other character heads from the original game
- Set up the basic framework to have 2 characters in play at once
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