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Team Member & Donator


Joined: 07 Jan 2004 Age: 31 Posts: 1504 Location: Iceland
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Posted: Wed Sep 28, 2005 10:52 pm Post subject: |
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Oh?
Which games are yours?
Real gems have been made using this little proggy  _________________
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Forum Junkie


Joined: 14 Jan 2004 Age: 36 Posts: 427 Location: NoWay
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Posted: Thu Sep 29, 2005 12:58 am Post subject: |
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Last edited by MOG on Mon Jan 30, 2006 11:06 pm; edited 1 time in total |
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Groupie


Joined: 17 Jun 2004 Posts: 184
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Posted: Thu Sep 29, 2005 8:50 am Post subject: |
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Lasse : I've got some c64 bitmaps from MI, that look way better than the stuff JohnGreen posted.. It will only be better, not worse than this! _________________ |
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Grandmaster of C64


Joined: 13 Jan 2003 Posts: 1950
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Posted: Thu Sep 29, 2005 9:36 am Post subject: |
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I don't think a C64 version of MI would use bitmaps. Scrolling bitmaps is quite hard + you need lotsa memory only for those bitmaps. |
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C64 Games Programmer


Joined: 07 Jan 2002 Posts: 2181 Location: Finland
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Posted: Thu Sep 29, 2005 11:11 am Post subject: |
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Yeah, if one wants to rebuild the graphics in completely different style (can't see char-mode displaying "curved" graphics like that very well, you run out of chars fast) + remove bigger moving+animating objects |
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Groupie


Joined: 17 Jun 2004 Posts: 184
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Posted: Thu Sep 29, 2005 12:38 pm Post subject: |
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| Fröhn wrote: | | I don't think a C64 version of MI would use bitmaps. Scrolling bitmaps is quite hard + you need lotsa memory only for those bitmaps. |
?
scrolling bitmaps is easy peasy look at pinball dreams ..
anyway, sideways scrolling is ridicously easly, only not 100% crash proof on all c64's, unless you really want to copy the bitmaps around.. _________________
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Newbie
Joined: 09 Feb 2004 Posts: 47 Location: Sydney, Australia
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Posted: Thu Sep 29, 2005 1:46 pm Post subject: |
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| Lasse wrote: | Argh, the "CSDoom64 screenshot" phenomenom strikes again. Posting images like that can be demoralizing, as it represents the highest theoretical quality (very likely unachievable)  |
maybe.
here is a link. I will comment on this link in half an hour:
http://www.villagephotos.com/p...id=1469583 |
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Newbie
Joined: 09 Feb 2004 Posts: 47 Location: Sydney, Australia
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Posted: Thu Sep 29, 2005 2:56 pm Post subject: |
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This time it uses SEUCK character set mode. Its still not realistic, because I've used more than 256 characters - but if you redesigned the scene to be a little more c64 friendly, and by swapping characters in and out on the horizontal scrolling, you could easily recreate the scene.
The image should look a lot better, but at one stage I (accidentally) found myself using four primary colors LBLUE, DBLUE, YELLOW and CYAN - so I converted all the cyan to LBLUE. But I could go back and restore the CYAN in several places using the block color (eg the clockface, the path to the right of guybrush, and at the centre of stars that look like crosses.)
Other things I'm noticing as I look at it.
* the purple shadowed house to the left of the clock looks dodgey
* the scene could do with more purple framed windows - they look pretty!
* the small red and yellow windows to the left of the big red and yellow windows need not contain red, and would look alot better if i had black as the block color in that location.
* I was rushed for time - several places are very messy.
* the aspect ratio needs adjusting, since these pixels are square but c64 multicolor pixels are elongated sideways.
Was gonna go into how easy it was to do this in photoshop, but I'm already ranting. Maybe another day - time for bed! |
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Newbie
Joined: 14 Sep 2005 Posts: 7 Location: Brooklyn, NY
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Posted: Thu Sep 29, 2005 3:10 pm Post subject: |
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spaceship788: what graphics mode would you use to get a multicolor resolution at 320x200, as your image effectively is in that link?
What I was posting was an approximation of how the screens could look at just the plain mulitcolor mode, 160x200 pixels. Still, in comparison to the original EGA PC version, I think they'd hold up with some touchups. Certianly not so bad to justify LucasArts not making a C=64 version in the first place. _________________ |
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C64 Games Programmer


Joined: 07 Jan 2002 Posts: 2181 Location: Finland
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Posted: Thu Sep 29, 2005 3:21 pm Post subject: |
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| JohnGreen wrote: | | justify LucasArts not making a C=64 version in the first place. |
Maybe the.. let's say 6+ disksides would have something to do with it too  |
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Newbie
Joined: 09 Feb 2004 Posts: 47 Location: Sydney, Australia
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Posted: Thu Sep 29, 2005 3:26 pm Post subject: |
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| JohnGreen wrote: | spaceship788: what graphics mode would you use to get a multicolor resolution at 320x200, as your image is in that link?
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I imagine it as a continuously scrolling 160x200 screen.
Each screen would be a third of that image - so if you can imagine stretching each third to be screen size - thats what it would look like.
Does anyone know the aspect ratio of c64 pixels in 160x200 mode? |
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Newbie
Joined: 14 Sep 2005 Posts: 7 Location: Brooklyn, NY
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Posted: Thu Sep 29, 2005 3:53 pm Post subject: |
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C=64 pixels have a ratio of .82 instead of 1, so a multicolor pixel is 1.64 wide. In Photoshop you can almost see what this looks like by selecting under mode a pixel aspect ratio of PAL Widescreen, which is 1.42. On a C=64 it will be slightly wider than that.
In the images I'd posted, the ratio is 2:1, but viewing them in Photoshop with the pixel aspect ratio set to .9 makes them 1.8. Still slightly wider than on a C=64, but between looking at them at 1.42 and 1.8 you can get the idea. _________________ |
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Newbie
Joined: 14 Sep 2005 Posts: 7 Location: Brooklyn, NY
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Posted: Thu Sep 29, 2005 3:58 pm Post subject: |
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Breaking up your sample image to 160x200 thirds, I see what you're doing. In comparison to the PC version, on the C=64 less of the background would be visible on screen at once so as not to lose too much resolution horizontally. Means more scrolling, but not having to squeeze the art as much.
Would the interface at the bottom be bitmap or multicolor? I imagine it will be purely text like the original EGA MI, not a graphic interface like that added to the enhanced 256 color releases. _________________ |
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Grandmaster of C64


Joined: 19 Mar 2002 Posts: 2310 Location: Leeds, UK Twonk: qazi
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Posted: Thu Sep 29, 2005 4:13 pm Post subject: |
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Please note that not all sixteen colours are available as character colours either, only the first eight; Spaceship's attributes are impossible not only because of resolution, but because pink, orange and dark grey aren't valid character colours. _________________ |
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Newbie
Joined: 14 Sep 2005 Posts: 7 Location: Brooklyn, NY
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Posted: Thu Sep 29, 2005 8:13 pm Post subject: |
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TMR - I'm not sure what you mean. Do you mean you can't display the colors pink, orange and dark grey with a custom character set? I haven't made a game for C=64 in over 10 years so I'm a littly rusty, but I've used those colors in bitmap charsets. Are they not available to multicolor? _________________ |
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Grandmaster of C64


Joined: 19 Mar 2002 Posts: 2310 Location: Leeds, UK Twonk: qazi
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Posted: Thu Sep 29, 2005 8:23 pm Post subject: |
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| JohnGreen wrote: | | TMR - I'm not sure what you mean. Do you mean you can't display the colors pink, orange and dark grey with a custom character set? I haven't made a game for C=64 in over 10 years so I'm a littly rusty, but I've used those colors in bitmap charsets. Are they not available to multicolor? |
In multicolour character mode, the fourth bit of each colour RAM nybble is used to turn multicolour mode on so character colours can only use the first three bits and are limited to values 0 to 7 (colours black through to yellow). The shared multicolours and background can use all sixteen but "spot" colours must be done with the colour RAM; pink (colour 10) orange (colour 8) and dark grey (colour 11) appear as red, black and cyan respectively, with the multicolour enabled.
In bitmap mode, there's no need to signal which chars are in multicolour because they all are, the screen RAM supplies two colour nybbles and the colour RAM a third and all three colours in a cell can be any one of the sixteen. _________________
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C64 Games Programmer


Joined: 07 Jan 2002 Posts: 2181 Location: Finland
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Newbie
Joined: 09 Feb 2004 Posts: 47 Location: Sydney, Australia
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Posted: Fri Sep 30, 2005 2:00 am Post subject: |
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you are right
http://img.villagephotos.com/p...4_wide.gif
I have added a third pic with some quick and dirty changes:
* added cyan ( went a little overboard  )
* changed dgrey to black
* changed orange to purple
* corrected aspect ratio corrected
* forget to remove the pink
From here I guess you would go through and find patterns. And find places where you can reuse blocks to an get average block reuse to about 3. I imagine that would require some serious redesign of the scene!
I would even widen the side of the house in the middle, so there is amore downtime to swap character sets.
But the colors are nice, and you could probably create a similar scene which looked just as nice. Perhaps more places where the color combinations of (lblue+yellow+cyan) and (purple + yellow) and (red + yellow). Those colors work well together.
Same for the rest of screens involving that quaint little village... |
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Grandmaster of C64


Joined: 19 Mar 2002 Posts: 2310 Location: Leeds, UK Twonk: qazi
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Posted: Fri Sep 30, 2005 10:05 am Post subject: |
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Only a few issues now; the sprite objects are using too many colours (and it's possibly better off to map anything that doesn't move into the picture), the change in pixel widths shouldn't stretch the image like that (it needs to be redrawn so that the image ratio remains the same) and getting it to crunch down... umm, good luck. =-)
You'd be better off trying to crunch it into "zones" and the font gets split a couple of times down the screen. _________________ |
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Newbie
Joined: 09 Feb 2004 Posts: 47 Location: Sydney, Australia
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Posted: Fri Sep 30, 2005 11:39 pm Post subject: |
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That screen is 56 long blocks wide. So I could afford myself the free chars from the first sixteen cols, to construct the frames of the red windows. You could probably get a recognisable reproduction with a full char set ( the text down the bottom would have to use bank switch on raster interrupt or something).
Apologies to the people who liked the stars
( I did this using photoshop and an awesome program called tilestudio. Tile studio is great for c64 stuff - its available at sourceforge ) |
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Über Groupie

Joined: 17 Jul 2003 Posts: 362
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Posted: Sat Oct 01, 2005 12:01 am Post subject: |
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this topic is nice, but its nothing but just playing with the ideas. From the coders side of view the problem with creating this game is absolutely not how the graphics should be handled, or done technically, nor spritezooming.
Horizontal Hardware scroll is invented since ages, so it would be no problem to use multicolor bitmap mode as a char screen for the problem you're actually discussing.
(altho I'd prefer char screen for the sake of less memory usage)
The biggest problem of this game is the SCUMM scripting. If scumm would be reverse engineered, and the data extracted, the game could be done by any experienced c64 coder without serious problems. |
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Forum Junkie


Joined: 14 Jan 2004 Age: 36 Posts: 427 Location: NoWay
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Posted: Sat Oct 01, 2005 4:21 am Post subject: |
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oswald: playing with ideas is good I think.
Don't know about scumm scripting (or any scripting at all), but don't think it's of the most advanced code,
to make it work (leaving out the scroller and gfx issues).
A "mouse/pointer" routine that's gets xy, on button use checks "action" paramas and if they are right something will happend/ gamekey will be unlocked.
A bunch of gamevars and states is stored and if they are true or right, other game elements will unlock....
However I've never done anything like this so there probably are bunch of problems to solve, but thinking of this type of games in general, they're not much more advanced than an avarage textadventure, or even less advanced as there probably are more syntax in writing than those to be used in MI.
(I'm thinking scene pr scene not the game in total)
I cant assembling (yet), "basic" is too large/slow and gkgm dosn't have multiloads  _________________
The C= sign is really a tilted smiley mask ! |
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Administrator

Joined: 09 Feb 2003 Posts: 4186 Location: HML, Finland Favorite games: H.E.R.O., Paradroid, Thrust
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Posted: Sat Oct 01, 2005 8:17 am Post subject: |
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| oswald wrote: | The biggest problem of this game is the SCUMM scripting. If scumm would be reverse engineered, and the data extracted
... |
Done already. |
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C64 Games Programmer


Joined: 07 Jan 2002 Posts: 2181 Location: Finland
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Posted: Sat Oct 01, 2005 8:20 am Post subject: |
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SCUMM has been reverse-engineered (ScummVM project) so the game logic could in theory be ported directly. Meanwhile, I think the greatest problem is the porting of graphics & animations with reasonable quality / compromises. That nighttime town scene seems to map nicely with a few C64 colors, but there are many that won't..
MOG, yeah in theory the scripting logic of an adventure is simple. But to recreate the whole adventure without using the internal script & text data would take a hell of a lot of time: play the game over and over to map out all the possible situations, see where the different texts appear, take notes of all that, and then recreate with your own system so that everything works ok. |
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Grandmaster of C64


Joined: 19 Mar 2002 Posts: 2310 Location: Leeds, UK Twonk: qazi
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Posted: Sat Oct 01, 2005 8:24 am Post subject: |
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| MOG wrote: | | Don't know about scumm scripting (or any scripting at all), but don't think it's of the most advanced code, to make it work (leaving out the scroller and gfx issues). |
The scrollers are the easy part, the scripting engine that holds the entire game together is the bit that needs more consideration. _________________
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