Jump to content
  • entries
    657
  • comments
    2,692
  • views
    898,700

Screen Testing


SpiceWare

2,002 views

Test screens for my next project. Roads 3 PF wide, with 5 scan lines per PF block

blogentry-3056-1178072758_thumb.png

 

Nope, road's too squished, let's try 3 PF wide, with 6 scan lines per PF block

blogentry-3056-1178072719_thumb.png

 

Still squished, and not enough room for radar, score and lives remaining. Just for fun, 3 PF wide with 7 scan lines per PF block

blogentry-3056-1178072966_thumb.png

 

Roads look OK, but no room for anything else.

 

Same test, roads 2 PF wide, 5 scan lines per PF block

blogentry-3056-1178072773_thumb.png

 

2 PF wide, 6 scan lines per PF block

blogentry-3056-1178072780_thumb.png

 

2 PF wide, 7 scan lines per PF block

blogentry-3056-1178072787_thumb.png

 

Think we have a winner with roads 2PF wide, 7 scan lines per PF block.

 

If you haven't figured out what this is, turn your head sideways :ponder:. I figured the radar will have to be wide instead of tall, so I rotated the maze.

 

I used to play Radar Rat Race all the time on my VIC 20. The VIC didn't have sprites, so they used customer character sets for everything. For Radar Rat Race everything was drawn using 4 characters arranged in a 2x2 format. Scrolling was very chuncky, with the mouse moving 1 complete character(8 pixels) at a time, but the game still played well. I was hoping a 3x? size would work for "better scrolling", but I think using 2x7 for the Atari will work just as well. It'll be easier to code for, plus use 10 bytes less of RAM to store the visible portion of the maze.

 

I'm also planning to make this resize for PAL, increase the scan lines per PF block and make the sprites taller.

 

Rally S is a tentative name - I may want to give this a different theme as I'm looking to use both Player1 and Missile1 to draw all the enemies so as to reduce flicker. This would limit what the graphics could be. Lock 'N' Chase and Dark Cavern come to mind as other games that did this.

8 Comments


Recommended Comments

Batari used players and missiles to good effect in Rally B. He flickered things at 30Hz, and I think it was something like:

 

Frame 1:

Player car: Draw with blue player

Opponent #1: Blue missile

Opponent #2: Yellow player

Opponent #3: Yellow missile

 

Frame 2:

Player car: Draw with green missile

Opponent #1: Red player

Opponent #2: Red missile

Opponent #3: Green player

 

Thus:

Player car: Cyan, with blue wheels

Opponent #1: Purple, with red wheels

Opponent #2: Orange, with yellow wheels

Opponent #3: Green-yellow, with green wheels

 

Other colors could be chosen, of course.

Link to comment
If you haven't figured out what this is, turn your head sideways . I figured the radar will have to be wide instead of tall, so I rotated the maze.

 

That seems to be the way to go for this layout. I figured the same would work best for Bosconian as well ;)

Link to comment

Hm, the roads in Radar Rat Race look squished too. ;)

 

BTW: I remember a similar game which was done as a mix of Venture (switching between map and rooms) and Rally X. So you don't need the radar screen at all and can utilize the whole screen for gameplay.

 

EDIT: The game is called Route 16.

Link to comment

I'll have to check out Rally B again - I don't recall the cars being different colors. There was probably some updates to it since I last looked.

 

The roads in RRR don't look that squished on the real thing - at least on the NTSC version.

 

EDIT - I take that back - it is pretty squished.

Link to comment

Just finished fiscal month end at work and my folks are arriving today for a 2 week visit. As such, I don't expect to see any additional progress on this for a couple more weeks.

Link to comment

Personally, I would prefer normal orientation of the playfield than 90 degree rotation. The radar screen would be tough to do sideways anyway, given that the maze is 32x56 not including the borders.

 

You could simply show a centered strip of radar below the maze, maybe 32x24 or so, or better yet, make the radar a separate screen accessed by a console switch or alternatively, right joystick fire or booster grip's second button or something. You could tap the switch with a foot to briefly view the radar screen, sort of analogous to 2D maps in first person shooters.

Link to comment
Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...