Action 53 volume 3

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M_Tee
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Re: Action 53 volume 3

Post by M_Tee » Wed May 03, 2017 5:45 pm

I'm glad I'm not the only one that made that connection. I've been referencing the Barbarella comics for Cheril inspiration for the cover art. :)

tepples
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Re: Action 53 volume 3

Post by tepples » Wed May 03, 2017 6:29 pm

Are we going to want a relatively plain title screen like the one we have, or is a better one possible with 208 tiles? (The other 48 are for the notices at the bottom.) And is "Revenge of the Twins" still the theme?
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Current title screen: 85 tiles
Current title screen: 85 tiles
title_screen.png (895 Bytes) Viewed 3353 times

M_Tee
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Re: Action 53 volume 3

Post by M_Tee » Wed May 03, 2017 6:45 pm

For what it's worth, I like the simplicity of the title screen. However, as I work on the box art, if you'd like me to convert the logo and title from the box to a format suitable for the title screen, I'd be more than willing to.

As for the theme, I'll wait until it's absolutely confirmed before I work on the logo for the box. Still inking the illustration anyway.

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mikejmoffitt
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Re: Action 53 volume 3

Post by mikejmoffitt » Thu May 04, 2017 12:08 pm

I like the title screen fine, though I'm not sure I like the VWF font that's being used (is that Verdana Bold?)

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Re: Action 53 volume 3

Post by tepples » Thu May 04, 2017 12:32 pm

The font is Chicago 12, the iconic UI font of Macintosh System 1 through 7. I chose it because it works at that resolution without antialiasing, about which you complained earlier. For "Press Start Button" in the first two volumes, I used Droid Sans (now called Open Sans).

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Myask
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Re: Action 53 volume 3

Post by Myask » Thu May 04, 2017 12:35 pm

I'd've said "what Chrono Trigger (and/or FF6) use" … and it seems like only one other person has noted the similarity.

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mikejmoffitt
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Re: Action 53 volume 3

Post by mikejmoffitt » Thu May 04, 2017 2:11 pm

tepples wrote:The font is Chicago 12, the iconic UI font of Macintosh System 1 through 7. I chose it because it works at that resolution without antialiasing, about which you complained earlier. For "Press Start Button" in the first two volumes, I used Droid Sans (now called Open Sans).
Fair. It looks clean and legibility is up. It might just stand out to me because I am so used to 8x8 fonts on the system.

cppchriscpp
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Re: Action 53 volume 3

Post by cppchriscpp » Sat May 06, 2017 8:04 pm

I like the simple clean title we have personally... I certainly don't have the graphical skills to come up with anything better. (Have you seen what happens when I try to draw a duck? :D)

Also, I uploaded what might be the final version of Waddles to its own topic. I ran through it on the latest multicart (on powerpak, yay) and poked it a bit; everything seems stable. This is probably the last version unless I take the time to get rid of that pesky graphical glitch at level start. I can't stop seeing it now, but I'm having a seriously hard time finding what I'm doing outside vblank/forced blank. (Note: If that improving prior entries contest ever happens, I may tweak Waddles more for that. As it stands though, I need a long break from that codebase)


Tepples - would you be willing to turn off exit patching for Waddles now that I've added the "Exit to Menu" option? (It's actually a menu item now; no weird two-button shortcut)

tepples
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Re: Action 53 volume 3

Post by tepples » Sun May 07, 2017 7:04 am

Adding exitmethod=none to Waddles and updating to the latest build.

Probably the last thing before I declare the ROM final is whether to keep "Revenge of the Twins" as the subtitle. Does INL have any QA facility to ensure nothing else is seriously wrong?

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infiniteneslives
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Re: Action 53 volume 3

Post by infiniteneslives » Mon May 08, 2017 11:00 am

tepples wrote:Does INL have any QA facility to ensure nothing else is seriously wrong?
IDK if I'd call my little operation a facility, but sure. :)

I've yet to migrate my action53 mapper implementation over to my 8Mbit+ 3v board version and update erase/program algorithms. I'll do my best to get this wrapped up this week.

Once that's taken care of, and with the rom nearing completion, it'll be time to whip up the first batch of boards.

Haven't heard back on the print quotes if I don't end up doing everything in house, I just pinged the print house again so hopefully can get that ball rolling asap.
If you're gonna play the Game Boy, you gotta learn to play it right. -Kenny Rogers

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mikejmoffitt
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Re: Action 53 volume 3

Post by mikejmoffitt » Fri May 19, 2017 11:33 am


M_Tee
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Re: Action 53 volume 3

Post by M_Tee » Sun Jun 18, 2017 9:27 pm

M_Tee wrote:For what it's worth, I like the simplicity of the title screen. However, as I work on the box art, if you'd like me to convert the logo and title from the box to a format suitable for the title screen, I'd be more than willing to.
If you prefer it, here's a title screen that corresponds with the packaging design:
Image
Because of its white background, I think +/- #10 fades to and from white and black would help the transitions, as shown above.

If you want to use it, the zipfile includes .chr, .pal, and NESst .nam with attribute table. Because the credits text is no longer color #02 against color #00, I just included it in the .chr. Wasn't sure about that.
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a53v3TitleScreen2.png
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mikejmoffitt
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Re: Action 53 volume 3

Post by mikejmoffitt » Mon Jun 19, 2017 12:32 pm

That looks nice and clean. Maybe it's not very NES-like for the in-game art to match the box art :P

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FrankenGraphics
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Re: Action 53 volume 3

Post by FrankenGraphics » Mon Jun 19, 2017 12:38 pm

Loving that title screen!
http://www.frankengraphics.com - personal NES blog

tepples
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Re: Action 53 volume 3

Post by tepples » Mon Jun 19, 2017 1:52 pm

All I really need to add a title screen are the PNG and the palette. and added it to a53games.cfg.

Code: Select all

titlescreen=../tilesets/title_screen_a53vol3.png
titlepalette=20273C3820271C3820153C0020393C0C
Here's what it looks like on a TV:
a53vol3_new_title.jpg
It wouldn't be that easy to do the fade to white. Currently once the title jingle finishes its sixth loop, it cuts to a blank (now white) screen while the voice sample plays, and it'd be painful to interleave 100% CPU for the audio playback with PPU access for the fadeout. But I could probably add a fade-in and fade-out to the menu screen. I don't want to do anything too fancy because there are complaints that it doesn't look very attractive in the first place.

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