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Restless II V0.5 - game in development

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#1 sometimes99er OFFLINE  

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Posted Mon Oct 17, 2011 3:44 AM

XB game in this post.

Flash version of XB game in post #7.

TI assembler cartridge version 0.1 in post #47.

Flash prototype of TI assembler version in post #54.

TI assembler cartridge version 0.2 in post #56.

TI assembler cartridge version 0.3 in post #63.

TI assembler cartridge version 0.4 in post #66.

TI assembler cartridge version 0.5 in post #71.


 

- - - - -
 
Move your ship left and right using the joystick. Shoot by pushing joystick up.
 

100 CALL CLEAR::CALL SCREEN(2)::CALL MAGNIFY(3)
110 CALL CHAR(64,"01010103070F001B376FDF00D47F1F03808080C0A0D000B8B4DADD0055FEF8C")
120 CALL CHAR(68,"0043AF19193F3F78073B72637339100001C2F42828F4F43AE0DCCEC6CE9C08")
130 CALL CHAR(72,"0103030301010101010100010100000180C0C0C08080800080808080008")
140 CALL CHAR(76,"000000107C3828000703117D39280000000020F8701040E0FCF8F0B01")
150 CALL COLOR(6,5,1)::FOR X=1 TO 20::CALL HCHAR(X,RND*32,76)::NEXT X
160 CALL SPRITE(#1,64,16,170,96,#2,68,16,10,96,2,0,#3,72,10,200,256)
170 CALL JOYST(1,X,Y)::IF X THEN CALL MOTION(#1,0,X*4)
180 IF Y=0 THEN IF RND>.8 THEN CALL MOTION(#2,1,RND*32-16)
190 IF Y THEN CALL POSITION(#1,Y,X)::CALL SPRITE(#3,72,10,154,X,-16,0)
200 CALL POSITION(#3,Y,X)::IF Y>154 THEN CALL DELSPRITE(#3)
210 CALL POSITION(#2,Y,X)::IF Y>154 THEN CALL DELSPRITE(#3)::Y=1::GOTO 230
220 CALL COINC(ALL,X)::IF X=0 THEN 170 ELSE Y=2
230 CALL MOTION(#1,0,0,#2,0,0,#3,0,0)::FOR X=3 TO 16::CALL COLOR(#Y,X)::CALL SOUND(-300,-6,(X*2)-6)::NEXT X
240 CALL PATTERN(#Y,76)::FOR X=3 TO 16 STEP .2::CALL COLOR(#Y,X)::NEXT X::GOTO 160

 
icon_smile.gif


Edited by sometimes99er, Mon Oct 16, 2017 11:39 PM.


#2 Willsy OFFLINE  

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Posted Mon Oct 17, 2011 4:18 AM

Ha that is lovely! That would have blown peoples minds if it was published as a snippet in C&VG in 1984 :)

#3 sometimes99er OFFLINE  

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Posted Mon Oct 17, 2011 4:44 AM

That would have blown peoples minds if it was published as a snippet in C&VG in 1984 icon_smile.gif


Which I think is exactly what this retro thing is about, whether it being making a programming language, an emulator, hardware, a demo or a game - mimicking what could have been, what YOU could have done whilst enjoying yourself.

icon_thumbsup.gif

Edited by sometimes99er, Mon Oct 6, 2014 4:06 AM.


#4 unhuman OFFLINE  

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Posted Mon Oct 17, 2011 9:23 AM

I need to check this out - just to compare it with :

http://www.atariage....less-inaccuracy

#5 idflyfish OFFLINE  

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Posted Mon Oct 17, 2011 1:19 PM

Looks great man! Your demos always get me pumped up. Man I need to find some time to do more TI coding.

#6 unhuman OFFLINE  

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Posted Mon Oct 17, 2011 3:07 PM

wow - so much goodness in so little code!!!

#7 sometimes99er OFFLINE  

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Posted Mon Jun 16, 2014 1:51 AM

Just for a bit of fun. Should play in Web browsers that have the Flash plug-in installed (only version 10 required).

Much the same as the XB version. Move your ship left and right using the arrow keys. However use Q or Tabulator to shoot.



Quit (Fctn + = or rather AltGr + something) returns to the titlescreen. TI Basic really does nothing.

Tested on Win7 with Chrome and Firefox, both at a smooth 60 fps.

:)



#8 Vorticon OFFLINE  

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Posted Mon Jun 16, 2014 5:10 AM

Works nicely :) I should look at this Java programming thing some day  :D



#9 sometimes99er OFFLINE  

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Posted Fri Jan 23, 2015 5:33 AM

Been taking a stroll down nostalgia lane looking through a few old magazines. The front of Compute's Gazette, February 1983, has ...

 

restless.compute.mag.jpg

 

Think it's about time to go from one alien saucer to many alien saucers. Not unlike Space Invaders, but perhaps even more like Galaga ...


Edited by sometimes99er, Fri Jan 23, 2015 5:37 AM.


#10 sometimes99er OFFLINE  

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Posted Sat Jan 24, 2015 2:37 AM

Think we'll need a title screen, and this font may work well.
 

restless.title.font.png



#11 Ksarul OFFLINE  

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Posted Sat Jan 24, 2015 7:56 AM

That is a wonderful font. It would work well on a cartridge label as well! :)



#12 sometimes99er OFFLINE  

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Posted Sun Jan 25, 2015 2:14 AM

Thanks for feedback and likes.

 

The title, RESTLESS II, has it's good share of characters reused, something that could help with a "smaller footprint".

 

I fiddled around, trying to stay mono-spaced and reuse characters, which seems so obvious in this case, - yet I settled for something totally disregarding the reuse of character patterns. It simply looks a bit better.

 

restless.title.1.png

 

Zooming in ...

 

restless.title.2.png

 

Taking a closer look at the color gradient (white, gray, light blue and dark blue).

 

restless.title.3.png

 

And finally a look at how precious space is wasted.

 

restless.title.4.png

 

Not many character patterns to reuse - in fact I'll use it internally as a "bitmap" (much as Parsec did).


Edited by sometimes99er, Sun Jan 25, 2015 2:36 AM.


#13 sometimes99er OFFLINE  

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Posted Mon Jan 26, 2015 3:59 AM

Okay, so here's a look at the font to use for score, different messages etc. Reusing the prior color gradient.

restless.text.font.png

 

Might have to add a bit of punctuation there.

Did try out green, red and yellow gradients for the text, but it didn't seem to work as well, overall, with the title. I'll keep things calm for now.



#14 sometimes99er OFFLINE  

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Posted Tue Jan 27, 2015 4:19 AM

Okay, so I think most of the graphics are more or less done. The font has been modified and some punctuation added. The player, plasma, aliens, explosions and stars, are now animated. All in a somewhat minimalistic style with intent of staying below an 8 KB marker.

The storyboard will be something like this:

1. Intro screen
2. Prologue and options
3. Waves of aliens
4. Player is hit or

6. Player has killed all aliens
7. Epilogue



#15 Willsy OFFLINE  

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Posted Tue Jan 27, 2015 4:28 AM

Looking forward to seeing it!! :thumbsup:



#16 PeBo OFFLINE  

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Posted Tue Jan 27, 2015 6:29 PM

my first thought is the countless hours I spent, back in the day,  typing in several pages of code from the back of Compute! magazine, never resulting in anything quite so impressive as your elegant 14 lines.

 

(my second thought is just how much I loathe typing hexcode, proving that some things just don't become more fun with age)



#17 sometimes99er OFFLINE  

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Posted Wed Jan 28, 2015 4:09 AM

That is a wonderful font. It would work well on a cartridge label as well! :)

 

Yes, I think it would work.  ;)

 

restless.cart.label.png



#18 sometimes99er OFFLINE  

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Posted Wed Jan 28, 2015 4:46 AM

my first thought is the countless hours I spent, back in the day,  typing in several pages of code from the back of Compute! magazine, never resulting in anything quite so impressive as your elegant 14 lines.


Thanks. Now is another time and age, but still we can dream. Debugging and correcting typos was probably the best time spent, as hundreds of program lines really didn't give you much of a wow effect - maybe we didn't give it the time of day.
 

(my second thought is just how much I loathe typing hexcode, proving that some things just don't become more fun with age)


I think I had a book with 27 games for the TI. Didn't type in that many. Think the last part was a big text adventure. Anyway, 2 years on I had the C64 and didn't do type-in programs. And was it 3 years further down the line when I had the Amiga 2000. Then you would make or have tools for all that old hexcode stuff. Happy days.

Just checked. When I got back into the TI in 2004, the 5th demo that year had me using high level languages for manipulating the bits and hence avoiding typing hexcode.

#19 sometimes99er OFFLINE  

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Posted Wed Jan 28, 2015 4:51 AM

Looking forward to seeing it!! :thumbsup:


Thanks for all your support and interest. Think we just had an anniversary. 10 years of nose-picking must count for something.  :-D



#20 Willsy OFFLINE  

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Posted Wed Jan 28, 2015 5:49 AM

I think we're in our 11th year of knowing each other, as far as I can remember. One day, we might even meet! :)



#21 Ksarul OFFLINE  

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Posted Wed Jan 28, 2015 9:00 PM

I like that label! 



#22 sometimes99er OFFLINE  

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Posted Thu Jan 29, 2015 7:53 AM

Many sprites on a horizontal line

As the hardware only allows for 4 sprites per horizontal raster-line, we’ll compensate a bit by making the shuttle and the plasma part of the “background” character graphics - also known as using software sprites.


Bitmap mode

As indicated in post #12 we’ll use the enhanced video of the 9918A. Since we’re going to end up using more than 8 hardware sprites at a time, we’ll have to use the full bitmap mode and not any of the “masked” ones to avoid the hardware bug with sprites becoming “unstable”.

Surprisingly many Atarisoft titles used full bitmap mode.
 
restless.atarisoft.png



#23 Retrospect OFFLINE  

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Posted Fri Jan 30, 2015 3:01 PM

When a sprite is a software sprite, char graphics, would it have the same colour limitation as the ZX Spectrum with it's s.sprites, that being colour-clash due to the attributes of the character cells? 



#24 sometimes99er OFFLINE  

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Posted Fri Jan 30, 2015 3:41 PM

When a sprite is a software sprite, char graphics, would it have the same colour limitation as the ZX Spectrum with it's s.sprites, that being colour-clash due to the attributes of the character cells? 

 

Yes.

 

The bitmap mode of the TI could have up to 8 times more colors in a single software sprite than its ZX counterpart.

I'm avoiding clashes between the shuttle and the plasma. The shuttle only moves left and right at the bottom of the screen. The plasma fires up from the position of the shuttle and there will be no overlap.



#25 sometimes99er OFFLINE  

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Posted Sat Jan 31, 2015 6:21 AM

I've been wandering about with different related topics, getting new ideas, but perhaps mostly on approaches to "collision detection".

ref.: developer.mozilla.org/../2D_collision_detection

Even if you try and go for pixel-perfect collision detection, then if any object moves with more than 1 pixel per frame, then the on screen pixels may, from time to time, jump more than 1 pixel a frame (which will then be 2 or more pixels), which could lead to a square ball perceived as passing through the corner of a brick situation. There will be pros, cons, trial and error.

ref.: codeincomplete.com/../collision_detection..

- In the case of Breakout and the 9918A, the ball "just" has to look at the characters (bricks, walls etc.) at its position and there about.

With this game (Restless II) I think I'll get away with the box detection (it has different names). And I may have to split the shuttle into two "boxes". Hitboxes will be handled internally, though you will indeed experience the consequences.
 
restless.hitboxes.png

Edited by sometimes99er, Sat Jan 31, 2015 7:50 AM.






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