Category Archives: Pixel Design

The strange case of “Axe of Rage”

For those not familiar with it, “Axe of Rage” is the title with which Epyx released “Barbarian II” in the USA back in the day. To say that Epyx botched “Barbarian II” is an understatement. I’d say the Epyx guys … Continue reading

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Yet another little design improvement for Last Ninja 2, level 6

Here’s another of those little design choices that has bothered me for a while. Mind you, it’s just about a few pixels we’re talking about, yet it feels like it could look even better with very little effort 🙂

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Restoring color RAM data

Following my recent fix of a  crack-intro I was asked by a couple of people how to go about restoring missing color RAM data? The short answer to that is: that’s easy if you have the right tools 🙂 Now … Continue reading

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SPUTM-like interpreter update

After finishing version 4 of the walking frames for Guybrush, I thought to lay down the list of things I want to do, in the order I plan to do them: a point-to-point demo in which Guybrush walks from his current position … Continue reading

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All Guybrush walking frames converted

I managed to finally convert all walking frames for Guybrush so that I can start exploring proper “wandering” in the foreground and clipping of so many sprites in each frame. Here are the latest sets of frames. Front: Back: Demo … Continue reading

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Guybrush Threepwood’s sprites for my multiplexer app redesigned!

I thought to approach the design of sprites from a different angle, so here’s the result of my latest effort: version 3 of the sprites for Guybrush, suitable for use with a zone split multiplexer. 11 sprites per frame (which I … Continue reading

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Sprite multiplexer proof of concept available!

I decided to publish my proof of concept for a sprite multiplexer to use in my SPUTM-like interpreter. Download link here. As the text on screen reads, this is a “zone split” multiplexer with sprites decompressed on the fly. Guybrush is … Continue reading

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