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Posted: Sun Oct 05, 2008 11:37 pm
by BadDog73
Sure, glad there's some interest.

Boulder Dash 2:
http://files.filefront.com/boulder+dash ... einfo.html

Boulder Dash 1:
http://files.filefront.com/boulder+dash ... einfo.html
Same for Boulder Dash 1, the colors were closer, but the intermission timing was borked.

edit: if anyone downloaded before Sunday night, please retry - I had some problems.

Posted: Mon Oct 06, 2008 5:22 am
by BadDog73
Bug: when I saved BD2, the slime permeability wasn't saved. When I reloaded the cave it was saved as zero instead of 224 (cave E). It would always reset slime permeability to zero no matter whether a random or predictable seed was used.

I retested it to make sure it was a bug.

Also, it doesn't correctly remember the path from where the file was loaded. It always goes back to /Gdash.

Posted: Mon Oct 06, 2008 9:09 am
by LogicDeLuxe
Did you try this palette?
Image
Looks close to a real Atari on a TV to me.

things

Posted: Mon Oct 06, 2008 11:05 am
by cirix
LogicDeLuxe wrote:cirix wrote:
- Preliminary boulder remake file import (will be enhanced later)
How do I use it? Any2gdash only says
gdash and sdash can load them directly!
BadDog73 wrote:edit: Well, I just found the version shipped with Gdash. The timing is better, but the colors are off. I will edit them. If anyone wants it, let me know.
I think you all know the emulator atari800 - very similar to vice. It comes with at least 5 or 6 palettes - which one do you like the best?
Replays are in the todo list, but I don't have time for that currently.
Also, timing for the atari version will be checked.

bye

atari palettes

Posted: Mon Oct 06, 2008 12:01 pm
by cirix
Ok, here you go :)

For those who had an Atari :) Which one do you like the best:
Default:
Image
Jakub:
Image
Real:
Image
Xformer:
Image

BD1, cave a, c, h and m.

Posted: Mon Oct 06, 2008 12:44 pm
by CWS
Amoeba 2 is really cool! :) Can you give it a separate sound sample so it could be replaced with a different sound? For default I would recomment to simply use the same sample but a little bit faster or higher tone, etc. In every case both samples should be hearable!

Which option at makeing for a different language?

Re: atari palettes

Posted: Mon Oct 06, 2008 1:01 pm
by LogicDeLuxe
cirix wrote:Ok, here you go :)

For those who had an Atari :) Which one do you like the best:
Out of my memory, as I don't have an Atari right now:
Real looks the closest to me. The contrast could be better, though.
Default is the worst, far too much saturation.

Is it the Atari800win 4.0? Then try black and white at 0 and 255 like in the screenshot. Should give a slightly better contrast. The background should be true black, except for Cave A and I, iIrc.

Posted: Mon Oct 06, 2008 3:07 pm
by BadDog73
"Real" looks best to me as well, with the caveat that the background is actual black. (except for A and I) I believe that's the color scheme I programmed into it yesterday, or it's very very close.

Just a question; aside from BD1 and BD2, what's the point of having an Atari palette? Will there be an Atari palette color option for all games? Is that even possible?

BTW, it's very nice to have a text-editable cave file format; it was very easy to fix the slime permeation constant. 8)

edit: no I just checked and "Jakub" is closer to the color scheme I made. Cave M "orange" turned out more brown than orange.

The more I think about it, the less sure I am whether I prefer "Jakub" or "Real." "Real" is probably ok, but I would like a little more contrast. "Jakub" is slightly too dark, but otherwise fine. I can't remember what the TV looked like to me 20 years ago... :roll:

Posted: Mon Oct 06, 2008 4:21 pm
by LogicDeLuxe
BadDog73 wrote:Just a question; aside from BD1 and BD2, what's the point of having an Atari palette?
Obviously for importing caves in a way that they look like as intended on the original hardware. Same for imported C64 caves.
Will there be an Atari palette color option for all games? Is that even possible?
You can use the free color picker. Just stick with one saturation setting for all colors, except for shades of gray. That is what many old computers and even the C64dtv do.

Posted: Mon Oct 06, 2008 4:37 pm
by BadDog73
Hopefully I'm not saying anything too ignorant:

The reason I asked if there was a reason to have a general Atari palette is that the colors between Atari and C64 dash are different enough that a general interpretation of the original game file might not be possible unless the translator knew what the original colors actually were. With BD2, for instance, it's not just a color shift from C64 to Atari; they're fundamentally different color schemes. So with the hacked games that came out in the 80's, who can say what the original colors were in general, without a case-by-case examination?

If I'm mistaken, then fine, the file can be loaded as an "Atari" file or a "C64" file. But otherwise I don't see a point in doing anything but individual game file color fixes.

I'm sure someone who knows better than I can say for sure. I have to rely on memory which gets worse every year.

colors and slime

Posted: Mon Oct 06, 2008 4:57 pm
by cirix
Atari colors are there for importing. GDash stores all colors internally as RGB - for each cave color, you can use every possible color you like.

I already corrected the slime permeability saving bug. As this is really important, I will uploaded the corrected version this evening.

bye

Posted: Mon Oct 06, 2008 5:16 pm
by LogicDeLuxe
BadDog73 wrote:With BD2, for instance, it's not just a color shift from C64 to Atari; they're fundamentally different color schemes.
BD1 and BD2 were written on an Atari and then ported to the C64. The C64 has a hard coded palette of 16 colors, so porting them 1:1 was not possible. The other way around, ie. porting cave colors from the C64 to the Atari is well possible (except for the border which is always the same as the background)

bugfix

Posted: Mon Oct 06, 2008 8:41 pm
by cirix
Hi

the bugfix release 20081006 is uploaded.
It saves slime permeability correctly.

bye

Posted: Mon Oct 06, 2008 10:59 pm
by LogicDeLuxe
Crazy Dream 2 Cave N, I noticed several problems:

- Cave is just a tiny bit too slow. With a perfect run, the time is just out when the bladder is about to touch the steelwall (which it has to touch in order to convert to a clock).

(after adjusting the timer)
- Bladders convert with a delay, not immediately upon touching.

- Biters are set to eat horizontal growing wall. The cave has only vertical growing wall, though, which it is supposed to eat. (The same element in CrLi).

Posted: Tue Oct 07, 2008 6:20 pm
by LogicDeLuxe
I noticed that some games from the Boulderrush directory have really strange colors (Achim Haertel for instance), while others have adequate c64 colors (Examples for instance). Could it be that those are imported from Atari games? You wouldn't notice the difference in Boulderrush, since it doesn't support the cave's native colors.