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Interface. Screen

Mr. Fat Guy edited this page Apr 13, 2024 · 31 revisions

Table of Contents:

Table of contents generated with markdown-toc.

Main Viewport

Entire Screen

Implemented in: #57 and #112.

This is the entire screen / viewport of the game that we replicate, as captured in 4K / 3840 x 2160 pixels resolution:

3840x2160

Both original game and our clone uses 16 colors (4-bit depth) for all images and graphic elements.

Base Pixel Ratio

Implemented in: #62.

Screen resolutions:

  • The original game runs in 320x200 resolution, but this isn't important, as we don't have access to PC, Amiga or Apple 2 with graphic card or CRT screen that supports such resolution
  • The on-line emulator version runs in resolution of your screen and has in-game screen size scaled up to it
  • All our screenshots are captured in 4K 3840x2160 resolution which is equivalent of 350x198 resolution from game's era

Conclusion: Most in-game pixels occupies area of 11x11 actual pixels in our screenshots:

test

Inconclusive Pixel Ratio

Most because difference between original game's resolution (320x200 pixels) and DosBox equivalent (350x198) causes that pixels in certain lines have 10x11 or 11x10 dimensions. And there's pretty much nothing that we can do about this.

An example of this inconclusiveness is given in here. As you can see, to make things even worse, the same element, captured in two or more different screenshots may have more or less 10x11 or 11x10 lines or pixels or may have them in different positions.

Dual-dimension System

Starting from this point we will be providing all dimensions and locations of on-screen elements using dual system: in-game pixels:

  • gX, gY, gW, gH → in-game pixels location and dimensions
  • aX, aY, aW, aH → absolute (4K resolution) location and dimensions

To ease calculations of location or dimensions of game's elements, you can use captured full screen 4K screenshot resized down eleven times to above mentioned 350x198 resolution:

350x198

In this image one actual pixel corresponds to one in-game pixel and both have area of 1x1.

Margins

The actual game screen doesn't fill entire viewport (in any resolution) and there are certain margins introduced:

Margin gX, gY gW, gH aX, aY aW, aH
Top -- -- -- --
Left 0, 0 18, 198 0, 0 193, 2160
Bottom -- -- -- --
Right 332, 0 18, 198 3649, 0 193, 2160

Definitions:

  • gX, gY → in-game location; gW, gH → in-game dimensions;
  • aX, aY → absolute (4K resolution) location; aW, aH → absolute (4K resolution) dimensions

Screen Sections

General

The entire game's screen is divided into three sections:

Screen element gX, gY gW, gH aX, aY aW, aH
Notification Area 18, 0 314, 9 193, 0 3456, 98
Action Window 18, 9 314, 98 193, 98 3456, 1080
Control Panel 18, 108 314, 90 193, 1189 3456, 971

Definitions:

  • gX, gY → in-game location; gW, gH → in-game dimensions;
  • aX, aY → absolute (4K resolution) location; aW, aH → absolute (4K resolution) dimensions

Control Panel

This part of the screen is controlled with mouse. It has so many functionalities that a separate article is written about it.

Control Panel

Action Window

This part of the interface shows where player currently is or what it is doing. It may contain:

This part of the screen is operated mostly with keyboard with occasional mouse usage (in town, in tools and food inventory).

Action Window

Notification Area

Implemented in: #93.

This screen element consists of a single text line, placed in the screen's top. Empty for the most of the time, showing some text on rare occasions:

CASH Day CASH Dusk CASH Night NO GUN Day BUILDING CLOSED Dusk NO GUN Night Ammo DAY Ammo DUSK Ammo NIGHT

This is the part of the game interface that is controlled neither by keyboard nor by mouse.

For details on colors, please see: Game. Time and DateNotification Area.

Font

Implemented in: #22, #51, #52, #129 and in #136.

We use our own Lost Pixelized Font with the following attributes:

  • font-size: 36 pt
  • font scale: 150%
  • font-weight: normal
  • line-height: 42 pt
  • font-family: Lost Pixelized Font
  • color: #CFAE6D (207, 174, 109 in RGB model)

At the very beginning (when dinosaurs were still crossing our streets) we've been using Handjet font, also from Google Fonts. But it turned out to be way too narrow for our needs. Then we have tried Pixelify Sans font also from Google Fonts, but we had some problems with it in narrow situations.

Finally, we have decided to use our own, custom-made font that replicates the original font from 1989 game as close as possible.

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