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avatar_fano

SHINOBI Gfx restoration

Started by fano, 12:40, 27 March 13

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TotO

#50
Sure, it's a 8bit computer port and arcade features miss... But, the goal here (reading the topic title) is to fix the awful GFx to look better, like you can see on the great sigh screens. No more.


Because there is no pattern on the purple colour, it may be nice to use the black coulour instead.
"You make one mistake in your life and the internet will never let you live it down" (Keith Goodyer)

sigh

#51
Quote from: Joseman on 00:37, 02 April 13
Hi

Shinobi it's one of my favs game on cpc, I'm watching this thread every 5 minutes  :laugh:

I don't know if this are the final colors, but the sky in the broken parts is more bluish than purple on the arcade I think...

Another thing that is missing on the cpc port, well not only on the cpc i suppose, is the pic at the beginning of every level,  that shows the map and the final boss on the current level you are, I don't think that adding it will be a hard work, cause it's only a static pic...

About the colors, one thing that intrigue me is, why the programmer of the game choose so diferent colors regarding the arcade?, even the boxs tiles are different, perhaps he was reusing tiles from another game?
Keep on going guys ;)

I'll have a look at that sky and will try and find an alternative.

The map and boss screen would take up quite a bit of data but Fano would know more about this. Maybe in mode 1?

Regarding the artist, they most likely didn't have time to experiment with different palette combinations and it's quicker and easier to use colour ramps that have enough of the same colour to go from darkest to brightest:

Dark Red -Red -Orange-Yellow-White

Tthe CPC palette is too bright for this sort game, so colours can clash easily.

* I really need to slow down when I'm typing as my spelling and grammar just flies out the window! :-[

Sykobee (Briggsy)

Heh, yeah, the CPC palette isn't exactly sombre, so matching arcade's colours is difficult. The mockups are good though as they highlight active and inactive screen elements - always important with background graphics.

fano


This is a very nice work , Sigh !
I think we'll implement this  ;)
Btw i noticed the "deja vu textile waste" windows has not been remade.Another thing is did you use the same tileset for both maps you edited ?

Quote from: sigh on 10:43, 02 April 13The map and boss screen would take up quite a bit of data but Fano would know more about this. Maybe in mode 1?
That depends how bigger it is.
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Yves Rizoud

I really like the clear style, it reminds me of the CPC version of Rolling Thunder (which I consider a success).
But I'm a bit worried that this map's new palette doesn't leave enough colors for enemies, effects, etc.
It would be interesting to map out which enemies appear on each (sub-level), in order to determine which colors can be re-used for enemies and tiles.

sigh

Quote from: fano on 12:27, 02 April 13
This is a very nice work , Sigh !
I think we'll implement this  ;)
Btw i noticed the "deja vu textile waste" windows has not been remade.Another thing is did you use the same tileset for both maps you edited ?
That depends how bigger it is.

I'll have a look at that "deja vu" texture. It's a very tight space and there is no more tile space so the font is a bit tricky to stylize.
The tile sheet is the same one that you sent in the folder, so it is used for both maps. I just laid the new ones on top of the existing ones, though some of the order may have changed.

What size would you recommend for the mode 1 boss and map picture? Could the hud also be mode 1?

Quote from: Yves Rizoud on 13:57, 02 April 13
I really like the clear style, it reminds me of the CPC version of Rolling Thunder (which I consider a success).
But I'm a bit worried that this map's new palette doesn't leave enough colors for enemies, effects, etc.
It would be interesting to map out which enemies appear on each (sub-level), in order to determine which colors can be re-used for enemies and tiles.

The bullets are the most important feature that needs to be seen and they will be a full black/dark colour. The shurikens from the shinobi will have a black outer edge so you can see those too. For the enemy colours, they may not look exactly like the arcade and may need need to be recoloured, as they will need to work on every level. This shouldn't pose too much of a problem, though I am expecting some visibilty issues here and there, but nothing too detrimental.

Puresox

Can you cross hatch,on certain parts, to create an illusion of not so bright colours?

sigh

Quote from: Puresox on 14:48, 02 April 13
Can you cross hatch,on certain parts, to create an illusion of not so bright colours?

Nope.

I tried that on the walls and the results with the dithering weren't nice at all with the brown, orange or grey. Dithering dark colours that are similar palette is okay(CPC colours), but otherwise it's best to keep it clean as it ends up as a pixel mess, especially when visibility is concerned.

fano

Quote from: sigh on 14:21, 02 April 13What size would you recommend for the mode 1 boss and map picture? Could the hud also be mode 1?
Seems we misanterstood, i was speaking about the size of the map.The game area will stay in mode 0.About mode 1 hud, was thinking to add it later , i do not know if this is possible because i do not know if ingame interrupts are stables or can be stablilized.
"NOP" is the perfect program : short , fast and (known) bug free

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sigh

Quote from: fano on 18:12, 02 April 13
Seems we misanterstood, i was speaking about the size of the map.

Ahh okay.

Quote from: fano on 18:12, 02 April 13
About mode 1 hud, was thinking to add it later , i do not know if this is possible because i do not know if ingame interrupts are stables or can be stablilized.

Mode 1 hud would be good for this as there is nothing fancy about the mode 0 version. In fact I would even consider removing the "SHINOBI" title on the hud itself as it serves no purpose.

Yves Rizoud

#60
The hostage sprite expands 1 pixel above and 3 pixels below what's currently drawn (the extra lines are filled with transparency).
It could expand 3 more pixels below, but then this part is "below the ground".
And be careful that part of this sprite is used in the HUD, for remaining hostages, so the extra pixel above isn't really usable - unless you use it for something that's meant to be invisible on HUD background, such as extra black outline.
Long story short : hostage sprite can be 9x21. The top 8x8 is shown in the hud.

edit : here's a try at hostage:


sigh

Okay thanks.



Edited the sprite so that it uses the colours of the shinobi. I think that all the hostage sprites, special effects and projectiles should  try to use the shinobi colours so that the rest can be used for the enemies.

It'sa shame that you dont get to fight the final boss on Mission 5 :(

sigh

After re-pixelling the Shinobi walk yesterday, all the normal thug enemies share the same legs as shinobi. I also noticed that there are some missing enemies like the Commando guy. Animation wise - the walk cycle is the biggest animation in the entire game and that was only 4 frames on the CPC. I created a 6 frame version like in the arcade which is played at a very fast rate. Does anyone know how many FPS the cpc version runs at?

Puresox


TFM

Subhunter runs at 25 - now compare ;-) My guess it 5-8
TFM of FutureSoft
Also visit the CPC and Plus users favorite OS: FutureOS - The Revolution on CPC6128 and 6128Plus

sigh

Quote from: TFM/FS on 19:27, 04 April 13
Subhunter runs at 25 - now compare ;-) My guess it 5-8

NO WAY  :o !!!

It cant be moving at that frame rate. It must surely be above 10!

TFM

Well, then I have to take another look or .... patch it with a "Frame Counter" :laugh:
TFM of FutureSoft
Also visit the CPC and Plus users favorite OS: FutureOS - The Revolution on CPC6128 and 6128Plus

fano

#67
It may take usualy no more than 80Knops so i'd say 50/4 fps usually but i'll check that  ;)


[EDIT]After lokking at , it takes something like 83-100Knops so 10fps but it can go easily to more than 100Knops so under 10fps.
"NOP" is the perfect program : short , fast and (known) bug free

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sigh

Quote from: fano on 06:53, 05 April 13
It may take usualy no more than 80Knops so i'd say 50/4 fps usually but i'll check that  ;)


[EDIT]After lokking at , it takes something like 83-100Knops so 10fps but it can go easily to more than 100Knops so under 10fps.


So between 8 - 10 fps.
I didn't think that the frame rate was that low as I expecting somewhere between 12 - 18 fps.

ivarf

#69
deleted

Xifos

Quote from: fano on 06:53, 05 April 13
It may take usualy no more than 80Knops so i'd say 50/4 fps usually but i'll check that  ;)


[EDIT]After lokking at , it takes something like 83-100Knops so 10fps but it can go easily to more than 100Knops so under 10fps.

Hi Fano,

I was wondering how checking the nops taken between two frames ?
I mean, using the nop counter and winape.
How do you proceed ?

fano

Quote from: Xifos on 10:54, 06 April 13I was wondering how checking the nops taken between two frames ?
I mean, using the nop counter and winape.
How do you proceed ?
I find the main loop, usually looking at stack and a bit of observation (main loop are usually a bunch of calls and jp at end) then i put a break point and use winape nop counter to see timing between to frames.
"NOP" is the perfect program : short , fast and (known) bug free

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Xifos

Ok, thanks Fano i got it.
Shinobi is over 83000 nops.
I even tried Rick Dangerous, which i thought was 50 hz.
I found it was 25 hz (39000 nops), and had slowdowns at 17 hz (59000 nops).
I thought Shinobi was 4 vbl  :(

sigh

10 fps:



Not the smoothess of animations, but the arcade walk and crouch walk, look quite choppy too.

MacDeath


this "baby" sprite was so anoying on the CPC version.
Now it looks like something.

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