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Introducing new 30k/Superchip demo: Bang!


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#1 SvOlli OFFLINE  

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Posted Wed Apr 23, 2014 12:54 PM

Hi there,

 

an here's what I've been working on (VCS wise) in the last two years. A demo trying to squeezing out as much as possible out of the 2600: Bang!

 

I've already setup a webpage where I want to put up some more informations about the demo at: http://xayax.net/bang!/

 

Right now it only contains the links to pouet.net and the download which is also attached here.

 

Have fun!

Attached Files



#2 save2600 ONLINE  

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Posted Wed Apr 23, 2014 12:57 PM

At work right now so can't check it out, but what's the premise or object of this? Sounds like it could maybe be a Bomberman clone... have you got a couple of screen shots you could post?

#3 GroovyBee OFFLINE  

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Posted Wed Apr 23, 2014 1:04 PM

Excellent! Loved the part where it turned into a C64 and the Impossible Mission running man animations.

#4 Mr SQL OFFLINE  

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Posted Wed Apr 23, 2014 1:30 PM

Nice work SvOlli! :) Awesome C64 inspired themes! :)

 

Curious why you don't favour the illegal op codes?



#5 SpiceWare ONLINE  

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Posted Wed Apr 23, 2014 1:37 PM

Awesome work!   Laughed out loud at the Guru Mediation and especially liked the running animations.  I think your starfield looks better than mine ;)

 

And thanks for the shout-out, made my day :D



#6 SvOlli OFFLINE  

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Posted Wed Apr 23, 2014 1:41 PM

At work right now so can't check it out, but what's the premise or object of this? Sounds like it could maybe be a Bomberman clone... have you got a couple of screen shots you could post?

 Screenshots are available at the pouet.net page. There will be a one for every part on the demo webpage, once I get to upgrade it.



#7 SvOlli OFFLINE  

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Posted Wed Apr 23, 2014 1:51 PM

Curious why you don't favour the illegal op codes?

 

No real reason, I just never got accustomed to them. The ca65 was also used in default configuration, illegal opcodes disabled. I realized it rather at the end of the project and decided to put out that claim. Or as Ninja / The Dreams put it, once he saw it: "so there's still space for improvements".

 

The next couple of weeks, I want to set up a repository reflecting my "The first selfcoded A2600 demo" workshops, with the slides, example source code, template source code, etc. After that, at least two of the tools I coded myself will go open public: fridgegrid was already introduced here in the boards, and I also hacked up a tool called "apefat: A Poor Excuse For A Tracker", an editor for a slightly improved Music Kit by Paul Slocum.



#8 Omegamatrix OFFLINE  

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Posted Thu Apr 24, 2014 8:14 AM

Great demo, SvOlli! I loved the Impossible Mission sequences.



#9 iesposta OFFLINE  

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Posted Thu Apr 24, 2014 12:46 PM

Is this written in PAL or NTSC.

Sometimes it make a big difference if you don't set Stella correctly. :)



#10 SvOlli OFFLINE  

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Posted Thu Apr 24, 2014 4:14 PM

It's PAL. Autodetection worked 100% for me.



#11 Thomas Jentzsch OFFLINE  

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Posted Fri Apr 25, 2014 4:43 AM

Great demo! :thumbsup:

 

Or as Ninja / The Dreams put it, once he saw it: "so there's still space for improvements".

There ALWAYS is. :)



#12 Stephen ONLINE  

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Posted Fri Apr 25, 2014 1:30 PM

Excellent demo, best I've seen on the 2600 so far.



#13 godzillajoe OFFLINE  

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Posted Tue May 20, 2014 8:44 AM

Pretty slick.  nice job.



#14 SvOlli OFFLINE  

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Posted Wed May 21, 2014 12:59 PM

There ALWAYS is. icon_smile.gif

 

Now you can jugde for yourself: source code is available at the homepage.



#15 Thomas Jentzsch OFFLINE  

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Posted Thu May 22, 2014 1:49 AM

Anything special I should look for?



#16 Kosmic Stardust OFFLINE  

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Posted Thu May 22, 2014 1:55 AM

PAL? :sad: Will this run on Harmony? I don't want my CRT to start rolling.

 

:love: :thumbsup: for the hot naked chick!


Edited by stardust4ever, Thu May 22, 2014 2:38 AM.


#17 Random Terrain ONLINE  

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Posted Thu May 22, 2014 2:32 AM

I refuse to watch it unless it fits in 4K. :D



#18 Gurner OFFLINE  

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Posted Thu May 22, 2014 2:35 AM

FAR OUT!



#19 SvOlli OFFLINE  

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Posted Fri May 23, 2014 4:45 AM

Anything special I should look for?

Since it's done: no. ;-)

 

But a rough estimation on how much memory could be "saved" would be interesting.



#20 7800 OFFLINE  

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Posted Fri May 23, 2014 5:11 AM

Really cool... can any of these effects be applied to playable games? Yup, I'm a noob.



#21 Random Terrain ONLINE  

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Posted Fri May 23, 2014 6:00 AM

Really cool... can any of these effects be applied to playable games? Yup, I'm a noob.

 

Why would you want cool, mind-blowing effects in games on a game console? What a stupid question! You should feel ashamed! :D



#22 Thomas Jentzsch OFFLINE  

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Posted Fri May 23, 2014 7:38 AM

Since it's done: no. ;-)

 

But a rough estimation on how much memory could be "saved" would be interesting.

Not really possible, without digging very much into detail. Overall the code looks good and quite compact. There are hardly any peephole optimizations possible. On global level I already found some more, but one would have to understand the code better to recognize more options.

 

Best guess: maybe 5% (~200 bytes)

 

BTW: You can ask e.g. SpiceWare or enthusi about my work there. :)



#23 SvOlli OFFLINE  

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Posted Fri May 23, 2014 3:25 PM

I refuse to watch it unless it fits in 4K. icon_mrgreen.gif

 

For this requirement you have to watch it's "little brother" 4kraVCS (link points to forum entry).



#24 SvOlli OFFLINE  

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Posted Fri May 23, 2014 3:25 PM

Really cool... can any of these effects be applied to playable games? Yup, I'm a noob.

 

Yes, indeed. The "sprites in a circle on a C64 lookalike system" part is using a multiplexer, that allows an arbitrary number of sprites on the screen, as long as there are no more than two on the same scanline (plus some offset for switching to the next one). Another constain is that the circle maxes out the possibilities of the X position. Since the sprite data needs to be sorted, it wouldn't fit 1:1 in another code, but using it would definatly save some time, since it took mit three weeks to complete, including the time spent on four failed versions, which forced me to start writing it from scratch again, to learn from the mistakes I made in the current version.



#25 Marc Oberhäuser OFFLINE  

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Posted Thu May 29, 2014 5:14 AM

Wirklich klasse!






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