I coded this one for our Halloween release this year. Enjoy!
Here I show what I believe to be the reason a few graphic elements from the design of The Last Ninja 2 contain spurious bits :)
I was having a look at one of my own designs the other day and I noticed that I did not like something within the “Panel editor”: once the colour override option is ticked off for an object, when ticked back on overrides have to be re-enabled individually in the “Colour overrides” dialog.
The Last Ninja Construction Kit: changes to Panel editor
Therefore today I decided to make the code change to improve user experience in that area and I am quite happy with the result: when the colour override option is ticked back in, colour overrides kick back in without any further manual intervention :)
I had posted renderings of the area THEBES-B from Total Eclipse II before but I also found an in-game screenshot of the same I took a while back while testing. So here they are, invisible walls made visible as part of my trainer for Total Eclipse II:
THEBES-B Invisible Walls revealed
The screenshot is taken with the player standing in a position that is impossible to get to normally: I had to POKE the position manually into the game data in order to get to such a privileged viewpoint :)
Navigation in the above maze when walls are invisible is particularly frustrating as, for example, one has to crawl into the opening that is about in the middle of the screenshot, but it can’t be seen!
However, the game does give players a clue: if the music playback is stopped, sounds are enabled and when you walk into the block above the opening you get a particular sound that informs you you are at the opening so it’s time to crawl. Still, you have to know more or less where the opening is (i.e. left side of the area) and back in the day it was only possible to find out by means of trial.
In short, if you had scanned the whole area and got through, it would have been significantly simpler to navigate the maze on the second attempt using the sound feedback from the game :)
Today I was working at some ML code for the Commodore 64 involving video mode change at a certain raster line. In order to get away with a flickering issue I decided to change the char-mode logo I am using so that the char in position 0x20 is completely blank.
This trick was quite common back in the old days but I was missing the option in C64 Hires 2 Charmode, so I decided to add it:
C64 Hires 2 Charmode new option
A few weeks back, around the end of May, I came up with an interesting idea for a logo to use for a Commodore 64 intro for Hokuto Force. I designed a 3-color logo spanning multiple C64 screens in a PC graphic editor and I was looking for a way to convert it to char-mode. Unfortunately I could not find anything quickly enough so I decided to draft a tool to do just that.
I am not going to expose my logo just yet so I will show below how the tool works using somebody else’s logo meant to be displayed in char-mode (rather than hires mode). Of course the tool is meant to save time when designing graphics produced by a non cross-design editor (or simply found on the Internet, e.g. a still image): the careful design of the logo to be shown in char-mode is a high-value task and is best done in a native editor or one that behaves similarly!
So let’s assume I found the image below on the Internet and I was interested in putting together a fontset out of it (because I do know that it is a char-mode logo), without repetitions:
HF logo by DMD
What I do is to load the PNG (or GIF, or BMP, etc) file into my tool, C64 Hires 2 Charmode:
C64 Hires 2 Charmode
By clicking on the button “Convert & Save” what I get is that I am requested to save the below picture:
C64 Hires 2 Charmode – Resulting fontset
Along with the video map that indexes the chars in the above fontset in order to display the original logo. The tool also gives feedback on the number of chars required to do the decomposition:
C64 Hires 2 Charmode – Count of chars
What I finally do is to use one of my other tools to convert the picture to raw font-data. I decided not to do such conversion in C64 Hires 2 Charmode when I coded it, but I might include the functionality at some point.