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PARADROID on A8

paradroid Hewson

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#1 José Pereira OFFLINE  

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Posted Tue Jul 31, 2012 6:43 AM

Yes, I know that maybe something maybe exist from PeteD but he seems to have disapeared.
So this is just one more and a really possible one.
Just:
-> ANTIC4 40bytes ANTIC 4ways Hardware Scrolling
-> PRIOR1
-> 1Charset for the Playing Area
-> Another Charset for the circuits/taking control of other Robot screen
-> All Robots and Fire shoot are one PMG eachone
-> Hi-Resolution screens as Bitmap GR.8 and DLIs (left side Robots using 2Players Multicolour gives you the mix between 1:1 and 2:1)
-> Using A8 colour Pallete to have the diferent colours and luminances for each Level.

It really seems that like this a 64Kb version it's possible (it goes in the same direction as C64 because it is using PMGs/Hardware sprites):
PARADROID on A8ation screen.png PARADROID on A8 dits screen.png
PARADROID on A8 BACKGR(2,4).png PARADROID on A8 BACKGR(5,4).png
PARADROID on A8 BACKGR(6,4).png PARADROID on A8BACKGR(14,4).png

And I have all the other screens 'in the making'.

#2 Wrathchild OFFLINE  

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Posted Tue Jul 31, 2012 5:15 PM

This headway into playing with the C64 code was done at the back-end of 2008 but the issue appeared to surround the fact that the C64 can control a single character to have the same foreground and background rendering it 'invisible'. However on the A8 you can see these. (In the attached executable use up/down and fire to choose an option but you don't 'see' what is highlighted so it is a bit hit and miss and the highest entry crashes the app).

[Edit - added the Droid images extracted from the original]

Attached Thumbnails

  • pd2.png
  • pd1.png
  • droids2.gif

Attached Files


Edited by Wrathchild, Tue Jul 31, 2012 5:19 PM.


#3 Wrathchild OFFLINE  

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Posted Tue Jul 31, 2012 6:04 PM

I remembered too that by changing the entry jump point the transfer game could be 'tried'.

Loose term as there is no control over the colours displayed in the middle to see who is winning,
Again some graphics need to be erased rather than (as the C64 does) using the back/fore colours to hide them,
All lines are animating and this shouldn't be the case.
Will lock up after a win/loss and sometimes ends in deadlock as soon as the timer counts down to start.

Still, you can have some fun from it. :)

Attached Thumbnails

  • pd3.png

Attached Files


Edited by Wrathchild, Tue Jul 31, 2012 6:06 PM.


#4 Wrathchild OFFLINE  

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Posted Tue Jul 31, 2012 6:22 PM

View PostJosé Pereira, on Tue Jul 31, 2012 6:43 AM, said:

-> All Robots and Fire shoot are one PMG eachone

You may run into trouble there... in your screen images you have done the A8 droids as 10 pixel wide so each would be a combined Player and its Missile. You can have multiple shots going on from the player and enemies though and either I don't think multiplexing these would suffice and using soft-sprites instead may drag down the scrolling speed?

#5 José Pereira OFFLINE  

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Posted Thu Aug 2, 2012 7:12 AM

View PostWrathchild, on Tue Jul 31, 2012 6:22 PM, said:

View PostJosé Pereira, on Tue Jul 31, 2012 6:43 AM, said:

-> All Robots and Fire shoot are one PMG eachone

You may run into trouble there... in your screen images you have done the A8 droids as 10 pixel wide so each would be a combined Player and its Missile. You can have multiple shots going on from the player and enemies though and either I don't think multiplexing these would suffice and using soft-sprites instead may drag down the scrolling speed?
Would it decrease the scrolling speed as only the shots would be soft sprites?
(seems maximum screen sprites on the same line are 4 and this makes sense as they need the other 4 C64 sprites to have one shot at a time for each Droid)

Edited by José Pereira, Thu Aug 2, 2012 7:15 AM.


#6 Rybags OFFLINE  

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Posted Thu Aug 2, 2012 7:29 AM

The robot sprites don't necessarily need to be 10 or 12 pixels - if this game was done on A8 it could use a 2-digit number system easily enough.  I don't know how many number types there are but I doubt it's more than a couple of dozen.

#7 José Pereira OFFLINE  

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Posted Thu Aug 2, 2012 7:47 AM

View PostRybags, on Thu Aug 2, 2012 7:29 AM, said:

The robot sprites don't necessarily need to be 10 or 12 pixels - if this game was done on A8 it could use a 2-digit number system easily enough.  I don't know how many number types there are but I doubt it's more than a couple of dozen.
From Wratchild capture there are 24 different:

Attached Thumbnails

  • droids2.gif


#8 Heaven/TQA OFFLINE  

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Posted Thu Aug 2, 2012 7:52 AM

I think Rybags ment the ingame robots...

#9 José Pereira OFFLINE  

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Posted Thu Aug 2, 2012 7:57 AM

DEL

Edited by José Pereira, Thu Aug 2, 2012 8:03 AM.


#10 José Pereira OFFLINE  

José Pereira

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Posted Thu Aug 2, 2012 8:05 AM

View PostJosé Pereira, on Thu Aug 2, 2012 7:57 AM, said:

DEL

View PostHeaven/TQA, on Thu Aug 2, 2012 7:52 AM, said:

I think Rybags ment the ingame robots...
Yes, I understand but this 24 are the n º you see on the game. How many of each with different n º have you?

#11 JAC! OFFLINE  

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Posted Tue Aug 7, 2012 11:58 AM

Oh no - demons from the past. This is one of the (very few) games which I played instead of disassembling it :-)
And one the (very few) games  which I tried to bring to A8. But using ATMAS II was not really the way to go...

@Warthchild: Disassembled or hacked?
@Jose: Nice work as always :-)

Edited by JAC!, Tue Aug 7, 2012 12:04 PM.


#12 Wrathchild OFFLINE  

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Posted Tue Aug 7, 2012 12:35 PM

Both ;) lots of code commented out to have no effect on A8, e.g. Sprites, sound. I got help from a 64 coder who was able to supply some label names for data/code addresses and so provided a good starting point.

Because of the way the 64 code is using the colormap to mask off areas of the screen by setting back/fore color the same, many parts need recoding specifically for the A8. Would love to do that one day (along with all my 'others')

#13 carmel_andrews OFFLINE  

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Posted Wed Aug 8, 2012 5:42 AM

View PostWrathchild, on Tue Aug 7, 2012 12:35 PM, said:

Both ;) lots of code commented out to have no effect on A8, e.g. Sprites, sound. I got help from a 64 coder who was able to supply some label names for data/code addresses and so provided a good starting point.

Because of the way the 64 code is using the colormap to mask off areas of the screen by setting back/fore color the same, many parts need recoding specifically for the A8. Would love to do that one day (along with all my 'others')




How's progress on Elite going...or is that a 'dead project'...it's a nice demo though

I see that you seem to be more interested on 5200 games or at least 5200 portovers/conversion

#14 Wrathchild OFFLINE  

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Posted Wed Aug 8, 2012 6:28 AM

Hi Carmel, no real work on A8 projects (including the 5200 ports) for a while from me I'm afraid, but of course I still follow what's going on on this forum :)

#15 José Pereira OFFLINE  

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Posted Wed Aug 8, 2012 9:15 AM

View PostJosé Pereira, on Thu Aug 2, 2012 7:12 AM, said:

View PostWrathchild, on Tue Jul 31, 2012 6:22 PM, said:

View PostJosé Pereira, on Tue Jul 31, 2012 6:43 AM, said:

-> All Robots and Fire shoot are one PMG eachone

You may run into trouble there... in your screen images you have done the A8 droids as 10 pixel wide so each would be a combined Player and its Missile. You can have multiple shots going on from the player and enemies though and either I don't think multiplexing these would suffice and using soft-sprites instead may drag down the scrolling speed?
Would it decrease the scrolling speed as only the shots would be soft sprites?
(seems maximum screen sprites on the same line are 4 and this makes sense as they need the other 4 C64 sprites to have one shot at a time for each Droid)


Wrathchild if C64 use 4 droids and 4shots (one shot at a time possible on each Droid) that is C64 8sprites then A8 would use 4PMGs for 4Droids.
Shots as soft sprite are really a great trouble to implement (would it loook good if they shots be in chars boundaries/moving one char each step?)?

Edited by José Pereira, Wed Aug 8, 2012 9:16 AM.





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