Ninja Gaiden

C64 website updates, new releases of games, demos, tools etc.

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zeeW0lf
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Ninja Gaiden

Post by zeeW0lf »

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NM156
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Post by NM156 »

Not a new release if it isn't finished :wink:
Nice use of hires mode !
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bohoki
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Post by bohoki »

looks a bit better than shadow warriors
commiedoor rulez
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anders
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Post by anders »

I would like to see more of this. It looks great!
zeeW0lf
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Post by zeeW0lf »

Thanks

Plenty more to come, sorry for the low quality video, I didn't realise how bad it was

I will post more progress soon

I felt the hires background suited better as I can get more detail in
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Dany
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Post by Dany »

If you want 1080p 50fps footage from the real c64, contact me
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Lasse
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Post by Lasse »

Very nice looking adaptation so far with the hires graphics!

Enemies may give trouble though if they all will also have hires outlines.
zeeW0lf
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Ninja Gaiden

Post by zeeW0lf »

[youtube]https://youtu.be/JX7TH9vccXc[/youtube]
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rwx
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Post by rwx »

Lasse wrote:Very nice looking adaptation so far with the hires graphics!

Enemies may give trouble though if they all will also have hires outlines.
Depends on the approach I suppose, could go down the Ocean route with the multiplexing on the sprites like Dragon Ninja/Robocop for example.
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Gorack
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Post by Gorack »

Very nice!

Simple tip, if objects are going to have overlays, don't bother including the overlay sprites in the sort. Only sort for the object's Y position then display two sprites at that position.
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Skin-nl
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Post by Skin-nl »

Looks promising 8)
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Lasse
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Post by Lasse »

rwx wrote:Depends on the approach I suppose, could go down the Ocean route with the multiplexing on the sprites like Dragon Ninja/Robocop for example.
Sure, if player + 3 adjacent enemies on the same horizontal line are enough. The pickups + spell effects might need additional sprites, which could also done with chars too.

It's also true that player with overlays + enemies without overlays (think something like New Zealand Story) would look more coarse and perhaps disappointing.
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malcontent
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Post by malcontent »

It would be a shame if the special weapons were done with chars, one of the most fun parts of the game is throwing the big ninja star and hopping and ducking it as it swoops back to you to prolong the effect. It wouldn't be quite the same if it had char level resolution. Small stars could use chars, as IIRC you can have multiple in the air at once. Same for the rising fire attack, there's a lot happening there.

Also take into account you can shoot sub weapons after collecting the invincibility powerup, which makes a ring of fire appear around you.
zeeW0lf
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Post by zeeW0lf »

It does have overlays for the enemy sprites.

Thanks for the sort tip yes it makes sense .

I will see how I get on with that. I want as many of the special features as I can get in so this may eventually change how I use the available sprites .
zeeW0lf
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Post by zeeW0lf »

[youtube]http://youtu.be/NFQ4R6yK3AY[/youtube]

testing the new multiplex code.

there are a couple of issues but this nothing insurmountable
Last edited by zeeW0lf on Fri Nov 26, 2021 2:21 pm, edited 1 time in total.
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