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VCStroid?

Posted by , 08 February 2006 · 305 views

2600 Game Development Metroid
SO, FOR LACK of anything better to work on, I decided to see if I could actually get a kernel working for a VCS Metroid.

The answer is yes. :D
Right now it supports a partially asymmetric, striped playfield (PF1 & PF2), one non-flickered sprite, up to five (limited by RAM) intelliflickered sprites, M0 and M1.

I'm kind of amazed that I got it working, actually. Some of the missile writes come at non-optimal times (around repositioning scanlines) but not too bad.

Screenshot:
Attached Image
Binary:
Attached File  Metroid20060208.bin (4KB)
downloads: 131




Wow, this is some of the coolest sprites on the VCS ever! Make it move! ;)
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Wow, this is some of the coolest sprites on the VCS ever! Make it move! ;)

;)

jussts made the sprites, I can't take the credit. ;)

He was really excited about spriting a VCS Metroid, but apparently he has disappeared, so for now this is going to just have the two sprites. I can animate the little monsters, though.
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Very sexy!
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Oh wow! ;)
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For lack of anything better to work on

...

Wow. That's really cool looking to see it go from speculation to reality. Nicely done. The multi color sprite really does come off nicely.

What kind of asymmetry can you support in the playfield?
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Wow, this is some of the coolest sprites on the VCS ever! Make it move! ;)


I think this game (and a few others!) could greatly benefit from having a custom controller. Basically, any one player only game could have two wires and use the inputs from both controllers to make more buttons to choose from. I've started a prototype which i hope to finish in the next few weeks. I know I told Bruce-Robert about it, but I'm not sure if I mentioned it in the forums in general (I don't think so). Once the prototype is operational, I'll take some pictures and post them for you guys to see what your thoughts on it are. I just don't see any good way of controls for this game (as well as super mario bros., also mentioned) and think a few classic games (kung fu masters) could benefit from it as well if they were reprogrammed. That is, if anyone has interest in such an undertaking.

-JD
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For lack of anything better to work on

...

Wow. That's really cool looking to see it go from speculation to reality. Nicely done. The multi color sprite really does come off nicely.

What kind of asymmetry can you support in the playfield?

I suppose I wasn't entirely clear in the top post. It supports full asym, but only over PF1 and PF2.
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I think this game (and a few others!) could greatly benefit from having a custom controller.  Basically, any one player only game could have two wires and use the inputs from both controllers to make more buttons to choose from.  I've started a prototype which i hope to finish in the next few weeks.  I know I told Bruce-Robert about it, but I'm not sure if I mentioned it in the forums in general (I don't think so).  Once the prototype is operational, I'll take some pictures and post them for you guys to see what your thoughts on it are.  I just don't see any good way of controls for this game (as well as super mario bros., also mentioned) and think a few classic games (kung fu masters) could benefit from it as well if they were reprogrammed.  That is, if anyone has interest in such an undertaking.

-JD

The Booster Grip gives you a total of 3 buttons per joystick by using the 2 paddle readings as additional buttons. Scroll down on this site to find the pinouts.

There's a couple benefits to using this design:
1) there's already 1 game known to use it
2) can still have 2 players at the same time.
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