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29224 Posts in 1479 Topics- by 1413 Members - Latest Member: pattypatty2010

March 14, 2010, 09:09:09 AM
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Author Topic: Warhawk DS Remake  (Read 12684 times)
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Flash
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« Reply #15 on: February 18, 2009, 04:46:17 PM »

Cool, I got it. Will check it out tonight and let you know how it goes and all that.
Oh, and thanx for the 'striking style', makes me smile like this~



Somehow, I do have the feeling that is gonna give me nightmares tonight Smiley
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Happymonster
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« Reply #16 on: February 18, 2009, 05:16:30 PM »

There was an atari version as well of course, which perhaps while being worse graphically did have nice atari colour gradients. Have you thought about perhaps adding that kind of thing to the C64 gfx you already have?
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Flash
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« Reply #17 on: February 18, 2009, 05:33:19 PM »

Sadly, there is a nasty taste left between me, BadToad, and Andrew Betts. Andrew Betts was the sole coder on the inferior XL version and I am not sure that I would want to get too involved in taking anything from that version. I did like it though and am not being snobish in prefering the C64 version because I was not involved in the XL or the ST/CPC versions. It is just that something happened when Andrew decided to go ahead and get the contract signed up in his name for the c64 version, and perhaps (without being slanderous) you can work out the outcome? The chap at the time (1985) could not even work out how to code a score routine in ASM Smiley
But this is "mostly" water under the bridge and something I wish to leave behind. I will hand it to Mr. Betts, he did some great work on Warhawk and the 6-7 months we spent on it was a happy experience, but....

I do agree that there is a lot that can be done with the DS version though and really do respect your input (sorry for the slight tirade), I am by no means a graphic artist as can be seen by some of my other games (Tanium is a prime example) and am totally open to ALL suggestions. Honest Wink
The XL had a huge strong point when it came to colours available - a wonderful machine that was easy to code on. The DS also has it's strong points and perhaps as you (quite rightly) point out, there is a lot that can be done to enhance the game graphically. Even in the day, there was a lot of moaning about some of the graphics on the C64 Warhawk. Gary Penn in Zzzapp for one Smiley Good 'ol Gary!

As I say, I am open to suggestions how to improve the game in ALL ways - and I DO love a challenge Smiley
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Flash
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« Reply #18 on: February 18, 2009, 06:01:24 PM »

Cool, I got it. Will check it out tonight and let you know how it goes and all that.
Smiley

Yes...... you have me all excited, bet you never knew you held such power Smiley
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Sokurah
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« Reply #19 on: February 18, 2009, 06:21:22 PM »

Yes...... you have me all excited, bet you never knew you held such power Smiley

You should...Lobo's a pixel magician. He's doing the graphics for my game btw,
Psycho Pigs UXB (where my avatar is from), and he's really fast too. Perfect. :-D
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Tardis Remakes => Sir Lancelot, Omega Race, Spiky Harold, Jack'o'Roid, A.S.S. (Orion), Rip Off, Project Future, Zektor, Space Fury, Dingo, Omega Race 2009, X-Quest 2 (in progress), Psycho Pigs UXB (in progress).

"Little piggy goes BOOOM!!!..."
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« Reply #20 on: February 18, 2009, 07:25:00 PM »

I know, I looked at the pigs and was REALLY impressed with the precise work!

PS, I remember Psycho Pigs UXB on the c64! That was a great, and panic ridden game.

Just been adding the mine fields to Warhawk, and they work a treat, BUT... (and there always is one), having problems converting a 32 bit random number to a number from 0-383 in asm. I am sure it is just tiredness, but... Sad I am sure I will work it out. Will get the binary calc out tomorrow and break it down.

EDIT: or 32bit to 0-351
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Lobo
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« Reply #21 on: February 18, 2009, 08:58:13 PM »

HeyHeyHey! Easy on all that nice words, get me blushing there here, not Ok! have to go grab some red meat to get macho back, grrr.

I've started adding (much needed Cheesy) details and keeping palette as it is. I love C64 palette anyways so it's all good to me. However, in case you decide to change it and go wild with different, spicy colors and all that (modernized version, eh), let me know and I can go on with that, regardless 16 colors or more.

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« Reply #22 on: February 18, 2009, 11:56:35 PM »

Hi guys, I'm the "headkaze" mentioned in the first post and have been working with Flash on this new game. I'm new to arm asm but have picked it up quite readily. I recommend people look at arm asm if they're interested in learning assembly. It really is a lovely processor and really easy to pick up. We have some nice introductory tutes on our forums to get you started as well (and I have ported many of the "C" headers to asm friendly versions already).

So a big "hello" to everyone and thanks to Sokurah for pointing out this great site. I'm sure I'll be hanging around on a more regular basis Smiley

As for the graphics, I have written a program called PalEdit which were using to help us manage the colors (I will make a post about this program in your tools section in a moment). And I was thinking a large portion of the 256 color palette is being used up by the star background (StarBack.png). And I just think we should dedicate more of those colors to the foreground tiles since they are the graphics seen most by the player. I think it might look better with more colors but I guess that's debatable (should we go for a retro look or just a retro style). Either way I'm sure Lobo will impress us. I just hope Sokurah doesn't have ill feelings towards us for "borrowing" his graphics artist! They seem to be a rare breed these pixel artists.

Anyway nice to be here Smiley
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« Reply #23 on: February 19, 2009, 03:30:51 AM »

Hello!
Welcome, this place is horrible Super!!

Also, more nice words, quick~the red meat!!

As for the game, I agree about the colors. The planets and stuff in bkg should be nice enough with 16 colors (I haven't seen the actual png just the in game so can't tell exactly how many colors it uses).

The rest can be transferred to the tiles. Even though, as I'm typing this, I did some redecorating and it doesn't look bad really with 16 /C64 pretty but then again, I'm biased Cheesy. I'll probably send the image tomorrow to Flash (Flash, check PM from time to time for that) so you people can decide which way, 16-256...7 million...

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Sokurah
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« Reply #24 on: February 19, 2009, 04:44:50 AM »

I just hope Sokurah doesn't have ill feelings towards us for "borrowing" his graphics artist! They seem to be a rare breed these pixel artists.

Everything can be arranged for a price... ;-)
...do you have a sister? Tongue
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Tardis Remakes => Sir Lancelot, Omega Race, Spiky Harold, Jack'o'Roid, A.S.S. (Orion), Rip Off, Project Future, Zektor, Space Fury, Dingo, Omega Race 2009, X-Quest 2 (in progress), Psycho Pigs UXB (in progress).

"Little piggy goes BOOOM!!!..."
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« Reply #25 on: February 19, 2009, 06:07:19 AM »

Hello!
Welcome, this place is horrible Super!!

Also, more nice words, quick~the red meat!!

As for the game, I agree about the colors. The planets and stuff in bkg should be nice enough with 16 colors (I haven't seen the actual png just the in game so can't tell exactly how many colors it uses).

The rest can be transferred to the tiles. Even though, as I'm typing this, I did some redecorating and it doesn't look bad really with 16 /C64 pretty but then again, I'm biased Cheesy. I'll probably send the image tomorrow to Flash (Flash, check PM from time to time for that) so you people can decide which way, 16-256...7 million...



I was quite unsure about the number of colours to use? I agree that more colours would give it a more recent "sheen", but... I also like the idea of using the C64 palette by way of a homage and to keep the "look", it is a close call really?

Now my brain hurts again!
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Flash
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« Reply #26 on: February 19, 2009, 06:08:13 AM »

Everything can be arranged for a price... ;-)
...do you have a sister? Tongue

He he he he
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Flash
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« Reply #27 on: February 19, 2009, 07:14:07 AM »

I'll probably send the image tomorrow to Flash (Flash, check PM from time to time for that) so you people can decide which way, 16-256...7 million...

You really are Mr Turbo-pants Smiley
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AndyH
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« Reply #28 on: February 19, 2009, 01:32:25 PM »

Hi guys, I'm the "headkaze" mentioned in the first post and have been working with Flash on this new game. I'm new to arm asm but have picked it up quite readily. I recommend people look at arm asm if they're interested in learning assembly. It really is a lovely processor and really easy to pick up. We have some nice introductory tutes on our forums to get you started as well (and I have ported many of the "C" headers to asm friendly versions already).

Hi both.  The game is looking great and I've just been looking around your website, especially the NDS forums and tutorials.  Will be bookmarking that for revisting.  Smiley
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Flash
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« Reply #29 on: February 19, 2009, 03:14:45 PM »

Thanks for taking time to view the site. HK has done some sterling work in making NDS asm available to the masses Smiley

Without his work, I would never have got Warhawk to where it is now.

I am always on hand to offer help in Arm coding. I was a seasoned 6510 coder and the step to Arm is not that bad really Wink

Thanks again!
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