Jump to content

Photo

Someone made Tail Gunner for GBA


8 replies to this topic

#1 ComputerSpaceFan OFFLINE  

ComputerSpaceFan

    River Patroller

  • 2,226 posts

Posted Sun Apr 11, 2010 10:17 PM

I was looking for any new homebrews for the GBA and found this nice little Tail Gunner remake. (Click the GBA link on his site) Unfortunately it plays too slow to be usable so I'm hoping the guy makes some fixes.
But what I can't figure out is why no one has made Tail Gunner yet for the Vectrex. That seems like such a perfect fit!

Edited by ComputerSpaceFan, Sun Apr 11, 2010 10:18 PM.


#2 Video OFFLINE  

Video

    Quadrunner

  • 9,389 posts
  • Location:Here

Posted Wed Apr 14, 2010 10:50 PM

That's pretty sweet.

Lots of games never made it to GBA for unknown reasons. Things like Lemmings, Starfox, and Populous were no brainers IMO, WTF??!?

#3 gtoal ONLINE  

gtoal

    Space Invader

  • 13 posts

Posted Mon Oct 30, 2017 1:16 PM

I was looking for any new homebrews for the GBA and found this nice little Tail Gunner remake. (Click the GBA link on his site) Unfortunately it plays too slow to be usable so I'm hoping the guy makes some fixes.
But what I can't figure out is why no one has made Tail Gunner yet for the Vectrex. That seems like such a perfect fit!

I appreciate this is a very old thread but with old posts being so easily findable nowadays, I'll add this info anyway in case anyone bumps into it again...

 

The port above started as my port of Tailgunner to the gp32 - it was written in C and produced by a static binary translation of the original Cinematronics game.  Later the C core was reused by Norbert Kehrer to produce a Java port for the web.  I'm fairly sure that the GBA version above is the Java port somehow encapsulated with a java interpreter for the GBA.  If it's slow it's because of the Java stage being involved.  If he were to modify the original C port instead ( http://dl.openhandhe...28,0,0,0,30,203), it would likely run at full speed.

 

However these translated binaries are pretty large, and there is no way that they could port to the 6809-based Vectrex - also the vectrex can't display as many vectors and as quickly as the Cinematronics hardware, so a straight port of the original rom is out of the question.  However at the moment I am writing a new clone of Tailgunner for the Vectrex from scratch, and although the performance requirements are rather tight, I think it will be possible... (although maybe not in time for the self-imposed Christmas 2017 deadline I set myself for getting it done - I'm having to learn a lot of new coding tricks to get acceptable performance on the hardware and development is progressing slowly...).

 

 

Graham



#4 norbert_kehrer OFFLINE  

norbert_kehrer

    Space Invader

  • 28 posts

Posted Fri Jan 11, 2019 7:23 PM

I appreciate this is a very old thread but with old posts being so easily findable nowadays, I'll add this info anyway in case anyone bumps into it again...

 

The port above started as my port of Tailgunner to the gp32 - it was written in C and produced by a static binary translation of the original Cinematronics game.  Later the C core was reused by Norbert Kehrer to produce a Java port for the web.  I'm fairly sure that the GBA version above is the Java port somehow encapsulated with a java interpreter for the GBA.  If it's slow it's because of the Java stage being involved.  If he were to modify the original C port instead ( http://dl.openhandhe...28,0,0,0,30,203), it would likely run at full speed.

 

However these translated binaries are pretty large, and there is no way that they could port to the 6809-based Vectrex - also the vectrex can't display as many vectors and as quickly as the Cinematronics hardware, so a straight port of the original rom is out of the question.  However at the moment I am writing a new clone of Tailgunner for the Vectrex from scratch, and although the performance requirements are rather tight, I think it will be possible... (although maybe not in time for the self-imposed Christmas 2017 deadline I set myself for getting it done - I'm having to learn a lot of new coding tricks to get acceptable performance on the hardware and development is progressing slowly...).

 

 

Graham

 

HI,

 

I just wanted to add here, that I now ported my 15-year old Java applet with Graham's static binary translated code of Tailgunner to JavaScript. This makes Tailgunner playable in modern webbrowsers.

 

If you would like to try it, have a look at my website at http://members.aon.at/nkehrer

 

I added also a screenshot below.

 

Thanks, Graham, for the great binary translation of the original game. Your old C code can still run almost unchanged in modern JavaScript.

 

Bye

 

Norbert

 

tailgunner_screenshot.png



#5 Tifany OFFLINE  

Tifany

    Chopper Commander

  • 146 posts
  • Location:oklahoma

Posted Fri Jan 11, 2019 9:34 PM

Love Tailgunner!!!! Thank you for this!  Any chance of a port to the 2600, 7800, or 8bits??  :) would be pretty cool with a trackball!


Edited by Tifany, Fri Jan 11, 2019 9:35 PM.


#6 ls650 ONLINE  

ls650

    Quadrunner

  • 7,335 posts
  • Atari rocks!
  • Location:British Columbia

Posted Fri Jan 11, 2019 11:53 PM

I can remember playing Tailgunner "back in the day".  That Javascript one above is actually pretty cool.



#7 norbert_kehrer OFFLINE  

norbert_kehrer

    Space Invader

  • 28 posts

Posted Sat Jan 12, 2019 8:33 AM

Love Tailgunner!!!! Thank you for this!  Any chance of a port to the 2600, 7800, or 8bits??  :) would be pretty cool with a trackball!

 

Thank you, Tifany.

 

I agree, that Tailgunner would be cool on an 8-bit homecomputer or console, but a port is certainly not easy. The main issue would probably be the slow line drawing on the raster-oriented console or computer screens. The dedicated vector hardware of the arcade machine was very fast in drawing all those lines, but on raster-oriented devices all would have to be done in software with probably massive speed impact.

 

It is certainly an interesting programming challenge for Atari coders, though.

 

Norbert



#8 -^CrožBow^- OFFLINE  

-^CrožBow^-

    Quadrunner

  • 6,754 posts
  • Collector of Fine Atari and Sega Antiquities!
  • Location:Ivory Tower, Fantasia (Oklahoma)

Posted Mon Jan 14, 2019 9:48 AM

Also a Tailgunner emulator was made for use with the VecFever cart. Basically with an updated firmware on the VecFever and a copy of the Tailgunner rom, this is playable on the Vectrex. Same with Asteroids now as well.



#9 Iwantgames:) OFFLINE  

Iwantgames:)

    River Patroller

  • 2,387 posts

Posted Mon Jan 14, 2019 9:43 PM

Also a Tailgunner emulator was made for use with the VecFever cart. Basically with an updated firmware on the VecFever and a copy of the Tailgunner rom, this is playable on the Vectrex. Same with Asteroids now as well.


There's also a tailgunner game for the Vectrex32 cart along with Ultima Akalabeth




0 user(s) are browsing this forum

0 members, 0 guests, 0 anonymous users