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Published: 2012-07-08 12:43:22 +0000 UTC; Views: 2031; Favourites: 22; Downloads: 45
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Description
Scaled up x2 with scanlines cos that's how I play games when using emulators.CPC - Mode 0 (16 colors 'widepixel' resolution)
Always enjoyed the good old RoboCop game both in the Arcade and the version on my Amstrad CPC but I always felt like doing a mock up because while the CPC version looked fine at the time I had ideas on how to improve it and make the most of the CPC's palette and resolution.
Went for a gritty, atmospheric street riot scene with broken stuffs and fires. The CPC only has one grey and one brown (dark red) so I improvised with mixing other colours in via texture and shading and I think it came out well.
Original version of CPC RoboCop can be viewed at www.cpc-power.com/index.php?paโฆ
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Comments: 42
Wrumalotzl-800wrrr [2016-11-08 23:58:21 +0000 UTC]
COOLNESS! This would kick ass. As long as it would run with a decent speed. I wonder if the scrolling hack for the CRTC chip would be possible to utilize here.
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Carnivius In reply to Wrumalotzl-800wrrr [2016-11-14 09:10:27 +0000 UTC]
Well, the original RoboCop game on CPC ran very nicely and this project is very similar and CPC coders since then know all sorts ofย tricks (Batman Group behind the Batman Forever demo and the upcoming port of Pinball Dreams seem to do magic with the CPC) so who knows?ย
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Scavenger1234567890 [2016-03-06 04:44:55 +0000 UTC]
Well,you could not do worse than the second or third NES sequels.
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Carnivius In reply to Scavenger1234567890 [2016-03-06 09:06:52 +0000 UTC]
Yeah I don't like any of the NES RoboCop games.ย This is a really old image though and the game is no longer just in mock up stage.ย I've made a playabe version in GameMaker:Studio I've been working on the past couple years.ย ย ย A lot of the graphics shown here have been heavily revised.
Here's couple more recent screenshots (though even there then's a couple minor things I've changed since these were taken)
i.imgur.com/8aQBgZz.png
i.imgur.com/WHIeQ00.png
Thanks for looking
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Scavenger1234567890 In reply to Carnivius [2016-03-06 09:23:43 +0000 UTC]
It looks like you are on the right track. The NES ports failed,maybe a fan made project will do better,you can't do any worse.
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Carnivius In reply to Scavenger1234567890 [2016-03-07 12:01:27 +0000 UTC]
Thanks. Yeah mine's a sequel to the Amstrad CPC version which was decent (as well as the Spectrum version too) and obviously the arcade game.ย ย Got more variety in mine though.
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Scavenger1234567890 In reply to Carnivius [2016-03-07 18:08:39 +0000 UTC]
Just remember to make to game fun to play. That is what the arcade game did right.
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Carnivius In reply to Scavenger1234567890 [2016-03-07 19:50:34 +0000 UTC]
it plays very similar to the arcade game with the exception of jumping.ย I hate seeing RoboCop jump (and the Spectrum and Amstrad versions cut the jumping out).ย ย ย Also has other gameplay features not present in any of the games such as grabbing certain criminals and interrogating them.
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Scavenger1234567890 In reply to Carnivius [2016-03-07 23:55:39 +0000 UTC]
True,Robocop is not a great jumper,but we would not be good either if we were solid metal. The interrogation is a good touch,I like the idea. Maybe do the interrogation like in Robocop 2,when he shoots a few shots into a wall after a guy tries to light a cigarette.
www.youtube.com/watch?v=Yr1lgfโฆ
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Carnivius In reply to Scavenger1234567890 [2016-03-08 12:26:21 +0000 UTC]
Already got the interrogation working with the grab function so it's like the first movie where he violently throws about Boddicker. ย
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Scavenger1234567890 In reply to Carnivius [2016-03-09 00:34:13 +0000 UTC]
Do not forget the interface needle for extra "incentive".
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Machu [2013-09-25 14:51:22 +0000 UTC]
It's funny how the Amstrad's pixels are 2x1, but the colours are gorgeous!
Played RoboCop on the C64 myself; couldn't get past the second street level
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Wrumalotzl-800wrrr In reply to Machu [2016-11-09 00:03:07 +0000 UTC]
Damn, you were doing good! I Couldn't pass the even first quarter of the first level up to this day.
The gameplay in the C64 port is really not well thought out. I heard they also amped up the difficulty to cover up that the later levels were totally glitched out.
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Carnivius In reply to Machu [2013-09-25 15:03:03 +0000 UTC]
In this resolution they're 2x1 equivalent yes.ย That's called Mode 0 which allows for 16 colours on screen.ย The 'normal' pixel size resolution (Mode 1) only allows 4 colours on screen.ย So often you had to make a decision very early on about which resolution and palette size would fit your game project the most.ย I tended to go for Mode 1 for dark, more detailed looking things and Mode 0 for the more colourful, bold, brash type of stuff.ย ย It's something I still find interesting to work with even in this age of super high resolutions and millions of colours... moreso that those in fact.
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Machu In reply to Carnivius [2013-09-28 12:23:03 +0000 UTC]
It was the same with Deluxe Paint on the Amiga - using more colours meant a lower resolution.
In some Commodore 64 games like Batman the Movie and The New Zealand Story, enemies are scaled-up less detailed sprites compared to the main character. I imagine that was to save memory too?
The limitations (size versus palette) make for interesting choices!
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Carnivius In reply to Machu [2013-09-28 16:35:34 +0000 UTC]
Yeah, although almost all games on Amiga used the 320x256 resolution which allowed for 32 colours as a default which was plenty (although you still ended up with a lot of 16 colour Atari ST ports, and most of which that didn't really make the most out of 16 colours and just had games with usually two straight hue ramps..tsk)
And yeah I haven't seen the C64 versions of those games and don't recall the CPC versions doing the same but I have seen it occur on CPC (even on the fancy catridge version of RoboCop 2 the hostages are all blockier than the rest, not a good look). As you say it's likely a memory thing.ย ย What the C64 also did at times (which may be what you mean but I'm not sure) is using hardware sprites in the 1x1 resolution 'over the top' of the wide pixel resolution.ย I know Turrican does it to have a slightly more detailed player sprite than the rest of the graphics but I've always found that to clash too much.ย I don't mind it so much when they have a split screen resolution where the game area is wide pixel and the status panel is in regular pixel size (a common trick that the CPC could do as well and even the Amiga often did it to have seperate palettes of 32 colours for each horizontal screen)
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Neo-Zander [2012-07-10 01:19:35 +0000 UTC]
I've always enjoyed the Robocop games. Including Robocop vs terminator
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Carnivius In reply to Neo-Zander [2012-07-12 11:58:55 +0000 UTC]
Yeah, I liked the Mega Drive version of RvsT. Good stuff.
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CyberDrone [2012-07-09 15:09:01 +0000 UTC]
Fantastic! I remember playing the Arcade game!
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Carnivius In reply to CyberDrone [2012-07-09 15:53:31 +0000 UTC]
Thanks. Yeah, the arcade game is one of my all time faves but I feel I got a better atmosphere and 'energy' and style to my shot than the arcade original.
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CyberDrone In reply to Carnivius [2012-07-12 11:43:13 +0000 UTC]
It was a fun game. This adds to it.
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BrukceWaynayne [2012-07-08 18:03:03 +0000 UTC]
I've just got in my mind how it's could be in motion. Really detailed with this dark chaotic atmosphere of original movie and comics.
P.S. looks great as desktop wallpaper. Im not kidding.
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Carnivius In reply to BrukceWaynayne [2012-07-08 19:39:55 +0000 UTC]
Thanks. Yeah, I'm very pleased with it and I think I may use it as desktop wallpaper too though I hardly ever actually see my desktop except when I first boot up or shutdown the laptop.
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Aulbath [2012-07-08 16:08:26 +0000 UTC]
That's a serious upgrade to the original. Love it.
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Carnivius In reply to Aulbath [2012-07-08 16:56:11 +0000 UTC]
Thanks. yeah it came out better than I thought. I kinda wish it was playable though.
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Aulbath In reply to Carnivius [2012-07-09 11:14:12 +0000 UTC]
maybe make a little tech-demo?
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Carnivius In reply to Aulbath [2012-07-09 13:27:15 +0000 UTC]
I could do a PC tech-demo yeah. Using my old Cosmic Prison Commando engine. It has pretty much everything coded it in I'd need for this anyways. Just a matter of doing more graphics (particularly animations for legs and Robo's directional aiming)
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Link8312 [2012-07-08 14:46:35 +0000 UTC]
The ammo on the guns other than the current one.
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Carnivius In reply to Link8312 [2012-07-08 14:55:29 +0000 UTC]
Cos it's not really needed and I always felt it added nothing to what was already a really horrible looking hud panel in the original home version (the arcade version only shows the current gun ammo too). The gun type is also now shown by an icon to the left of the ammon count number representling the actual bullet type rather than a crudely drawn little gun. If anything I've also added to the HUD by having Robo 'speak' in the line between the main HUD and the in-game area.
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Link8312 [2012-07-08 14:02:23 +0000 UTC]
Woah, the colors sure feel "better used". I'm not sure about the HUD, however: You removed some interface elements, even though they weren't really that important.
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gzegzolka [2012-07-08 13:59:25 +0000 UTC]
I have robocop on commodore but it was never in my top games.
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Carnivius In reply to gzegzolka [2012-07-08 14:02:30 +0000 UTC]
On C64? Wasn't very good. Also Detroit is for some reason very pink in it.
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noblekale [2012-07-08 13:54:08 +0000 UTC]
'bout time you came back to the pixel frontier
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JangHeeJoon [2012-07-08 13:00:46 +0000 UTC]
I can see what you mean by the tweaks and improvements. Pretty awesome stuff as usual, man.
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Carnivius In reply to JangHeeJoon [2012-07-08 13:04:06 +0000 UTC]
Heh, rather than 'tweaks' I actually did it all from scratch just keeping within the sizes of the original. Same palette too I think, just used very differently.
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JangHeeJoon In reply to Carnivius [2012-07-08 13:17:48 +0000 UTC]
Whoops, I used the wrong wording. Sorry about that. Pull an all-nighter from watching EVO stuff on stream. lol Guess what I meant by the 'tweaks' were the initial differences of the thing, but I think you know what I mean.
Lack of proof-reading = derp
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Carnivius In reply to JangHeeJoon [2012-07-08 13:23:49 +0000 UTC]
I don't even know what 'EVO stuff on stream' means, heh. Or 'derp' come to think of it.
Thanks though.
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JangHeeJoon In reply to Carnivius [2012-07-08 13:29:36 +0000 UTC]
EVO(Evolution)'s the biggest fighting game tournament in the world, where winners and top players get to earn prizes/money. They have it streamed live over one weekend a year, such as this one's. The matches can get pretty intense, too.
derp = stupid, dumb, etc. No sleep always makes me feel dumb.
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Carnivius In reply to JangHeeJoon [2012-07-08 13:32:56 +0000 UTC]
Oh right. Bit too supergeeky even for me. I love some one on one bea 'em ups such as Street Fighter II, III, IV or Alpha and a couple other ones (like Bloody Roar 2 and Guilty Gear XX) but just for a bit of fun. Not seriously enough to try and win real tournaments. Be too much pressure and turn my hobby of playing a certain game into what felt too much like work.
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