15 August 2022, 12:39 | #1 |
pixels
Join Date: May 2014
Location: Australia
Age: 53
Posts: 476
|
Ripping C64 sprites - maps - KillaWatt Port to Amiga
Hi Everyone,
I plan on porting a C64 game to the Amiga, "KillaWatt" I am in need of some help in capturing/ripping C64 maps and sprites. I have sourced two maps online, and both seem slightly different, with pixel inconsistencies. Would anyone who might know how to rip maps for C64 please consider ripping the maps for this game. Very happy to add credits in game for any assistance Here is a quick video of the Scorpion Engine. [ Show youtube player ] Everytime I try to capture it manually in emulation eg Vice, Virtual64 or C64 forever, pixels get stretched when game scrolls. See screenshot. I plan to make it work for all Amigas OCS upwards. |
17 August 2022, 06:23 | #2 |
pixels
Join Date: May 2014
Location: Australia
Age: 53
Posts: 476
|
Fixed issue
Update:
Fixed the issue in VICE emulator. Map 01 done. |
17 August 2022, 12:37 | #3 |
pixels
Join Date: May 2014
Location: Australia
Age: 53
Posts: 476
|
Map 02 complete
|
17 August 2022, 14:08 | #4 |
pixels
Join Date: May 2014
Location: Australia
Age: 53
Posts: 476
|
No need to create more than one map for this game. All maps are the same except colour and enemies. Game says it has five levels, I went up to 7 using Vice emulator and sprite collision off… interesting.
I think I’ll remake the first level and actually create 4 over different levels. |
21 August 2022, 19:33 | #5 |
Puttymoon inhabitant
|
I am curious about your remake. The original game is very simplistic and cute, so the Amiga port should keep the same style. But upgraded Amiga like graphics is very welcome. I have seen your initial attempts in Patreon and it looks promising.
|
22 August 2022, 05:31 | #6 |
pixels
Join Date: May 2014
Location: Australia
Age: 53
Posts: 476
|
Thanks Predseda, For the moment I have reduced the palette to 16 colours so all OCS machines can play it.
From the game engine though I will build upon it into a new game with more variety in game mechanics and ideas/themes. All of the tiles are drawn now though or the first level. |
30 August 2022, 19:44 | #7 |
Registered User
Join Date: May 2017
Location: AmigaLand
Posts: 459
|
Did you construct the maps by hand or did you found someone who ripped them out ?
Cool project. |
31 August 2022, 00:55 | #8 |
pixels
Join Date: May 2014
Location: Australia
Age: 53
Posts: 476
|
Hi LeCaravage, Thankyou, I constructed them using Vice Emulator. Now that I know all maps are simply recoloured level one maps, it will be easy to make the others.
No ripping involved. This is the same for all the enemies, all captured manually (think I have every sprite now) |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Menace - Rip of Tiles, Level Maps and Sprites | hajodick | project.Sprites | 8 | 01 August 2022 23:49 |
Ripping arcade sprites | mcgeezer | project.Sprites | 20 | 17 April 2020 12:44 |
Help ripping Roketz sprites | AdamB | project.Sprites | 16 | 06 October 2015 15:08 |
Ripping Sprites help.... | Louk | project.Sprites | 13 | 08 July 2013 23:25 |
ripping various sprites | gifgit | project.Sprites | 4 | 26 April 2006 18:50 |
|
|