Early attempts:
Sprites coloured by Gr8b/CRS.
Verm-V planned to convert Ufopaedia pictures from the PC game Terror From The Deep (it's not the exact counterpart of the Spectrum version though).
We also plan to translate the messages in English (the original game is in Russian).
Vera is already translated by Serg Yakimovich and Equinox and currently looks like this: https://cdn.discordapp.com/attachments/ ... video0.mp4
UFO 2 in full colour (WIP)
Re: UFO 2 in full colour (WIP)
I like the look very much! Nice choice of color and clear crisp graphics.
Re: UFO 2 in full colour (WIP)
Download link?Alone Coder wrote: ↑Tue Jun 01, 2021 4:56 pm Vera is already translated by Serg Yakimovich and Equinox
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- Manic Miner
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Re: UFO 2 in full colour (WIP)
http://nedoos.ru/images/emul_with_nedoos.zip with all the other NedoOS software.+3code wrote: ↑Tue Jun 01, 2021 9:00 pmDownload link?Alone Coder wrote: ↑Tue Jun 01, 2021 4:56 pm Vera is already translated by Serg Yakimovich and Equinox
Re: UFO 2 in full colour (WIP)
Tnks. Really nice:Alone Coder wrote: ↑Tue Jun 01, 2021 9:50 pmhttp://nedoos.ru/images/emul_with_nedoos.zip with all the other NedoOS software.
Will it be only ATM compatible? no one "standard" Spectrum version as the original non-english version?
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Re: UFO 2 in full colour (WIP)
Yes, a really nice work, both graphics and translation (but the translation part I'm sure can be made too with the steroids-less version, https://spectrumcomputing.co.uk/entry/2 ... ctrum/Vera )
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Re: UFO 2 in full colour (WIP)
The original 2008 game must work at any 128K with Beta 128 Disk Interface.
This version works via NedoOS. NedoOS isolates the software from the machine - namely, the memory mapping ports (two memory maps switched by bit 4 of port 0x7ffd), disk and network access. But anyway, the machine must have ATM screen layout. Writing to screen via a driver will be too slow for Speccy!
However, ATM-Turbo 2+/3 is very simple in schematics (unlike the modern "fake-bit" platforms ), so it can be emulated in any FPGA device. That's 20 times less code that the game itself This way much more software will work, and it will be easy to develop software - without many branches for many types of hardware.