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Draconian (2600)


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#26 SpiceWare OFFLINE  

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Posted Tue May 13, 2014 5:42 PM

  • Stations are now solid - this means the player's shots no longer pass thru it, so you must fly around the station to pick off all the pods (or hit the energy field)
  • Flying into a station will destroy both the player's ship and the station
  • Pods now explode when destroyed
  • Stations now explode when destroyed - station explosion is not deadly to the player's ship

Nathan's been busy so these are just some placeholder graphics that I threw together.

 

Pod Explosion

draconian.png

 

Station Explosion

draconian_1.png

 

 

ROM1

Attached File  draconian_20140513.bin   32KB   379 downloads

 

1 Requires Stella ver 3.7.1 or later.  See first post for instructions on how to reduce flicker.


Edited by SpiceWare, Tue May 13, 2014 5:51 PM.


#27 YANDMAN OFFLINE  

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Posted Tue May 20, 2014 2:04 PM

What the fuuuuuuuuuuuu literally one of my all time classic arcade games hits my all time favourite classic console, This is astounding the 2600 love just gets better and better.



#28 YANDMAN OFFLINE  

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Posted Tue May 27, 2014 9:36 AM

... I couldn't help myself.

 

This is one game that I wish had been done in the early days of the VCS. Loved Bosconian back in 81' and this is a perfect version for the Atari! GREATJOB!!!!

Just beautiful man



#29 littleman jack OFFLINE  

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Posted Tue May 27, 2014 9:30 PM

This is great. Bosconian, er Draconian is a game I loved in the arcade and have always hoped to see on the VCS.

 

I can't wait for this to be released in cartridge form! Well, I can wait and will wait, but you know what I mean.



#30 SpiceWare OFFLINE  

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Posted Wed May 28, 2014 9:08 AM

Thanks!  Just got back from Colorado Springs so it'll probably be another week or so before the next update.  Was there for my cousin Natalie's wedding

IMG_4502.JPG

 

it was held at The Broadmoor, an awesome setting

IMG_4474.JPG

 

didn't have much time for site seeing, though we did manage to make it out to the Garden of the Gods for a couple hours.  Moving objects cause some rather interesting artifacts in panoramic photos :lolblue:

IMG_4466.JPG

 

 



#31 Random Terrain OFFLINE  

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Posted Wed May 28, 2014 9:15 AM

Is that what it looks like outside? What's it like? Does it smell funny? Were there any lions or tigers or bears?



#32 atwwong OFFLINE  

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Posted Fri Jun 13, 2014 11:25 PM

I have been away too long... This is awesome work/fun/play!  :thumbsup:



#33 Keatah ONLINE  

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Posted Sat Jun 14, 2014 3:22 AM

Those cars remind me of this.

 



#34 SpiceWare OFFLINE  

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Posted Sat Jun 14, 2014 10:55 AM

Those cars remind me of this.

 

 

Mythbusters did that too, for the Green Hornet special.



#35 OldSchoolRetroGamer OFFLINE  

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Posted Sat Jun 14, 2014 11:04 AM

Is that what it looks like outside? What's it like? Does it smell funny? Were there any lions or tigers or bears?

 

What.....what is this..."outside" you speak of? 



#36 Gemintronic OFFLINE  

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Posted Sat Jun 14, 2014 11:08 AM

 

What.....what is this..."outside" you speak of? 

 

I got this one!  You know when the waitress forces you to sit next to the windows?  It's that hazy green and blue light that makes it hard to post on Facebook whilst dining.



#37 Curious Sofa OFFLINE  

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Posted Fri Jun 27, 2014 10:32 PM

Spice is the man.  I cannot quit playing this, Space Rocks, and Frantic.  Keep up the great work, I can't wait to see more on this.  Only a few arcades near me used to have Bosconian, and I would just go to crazy town playing it back in the day.   :thumbsup:  :thumbsup:  :thumbsup:



#38 SpiceWare OFFLINE  

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Posted Sat Jun 28, 2014 9:32 AM

Thanks!  

 

I've worked on making the shots come out the station pods, but the way I was implementing it didn't work out well, so I decided I'm going to have to roll back to the source code from May 13 and come up with a different way to do it.

 

However, it's going to be a while before I can do that as I volunteered to give my Atari Homebrew presentation at the Classic Game Fest in Austin on August 16.

 

I've been giving the presentation every year at the Houston Arcade Expo since 2011, and also gave it at last year's PRGE.  I like to revise the presentation based on how the prior one went.  This time I'm added an example of developing a 2K game called Collect.  I've allocated a few weeks to write it, then a few weeks to rework my presentation to include it.


Edited by SpiceWare, Sat Jun 28, 2014 9:33 AM.


#39 SpiceWare OFFLINE  

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Posted Sat Sep 6, 2014 7:30 AM

One thing: And this is probably a screen issue: Is it possible to move at the same speed for all directions?

 

It's possible.  Code was in place at one point that compensated for the 2600's non-square pixels.  I promptly removed it due to how crappy it turned out.  All the stationary objects(asteroids, mines, stations) get a bad case of judder due to how object flicker and fractional movement clash with each other.


I'm back to work on Draconian!

Nathan and I didn't agree on the judder being a problem so last weekend's blog entry has a new menu option, TRUE 45°, that will turn on logic that compensates for the 12:7 aspect ratio of the 2600's pixels.
 
Having tested it, I've decided the judder is no longer an issue - I believe that's because when I did the prior test there was no gameplay logic, not even collision detection, so you just flew around while looking at the sprites. Now when you fly around you are actively trying to avoid objects and/or shoot them, so you don't have time to notice the judder.

I've already removed the menu option, but left the compensation logic turned on.

#40 AtariLeaf ONLINE  

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Posted Sun Sep 21, 2014 4:19 AM

 

I'm back to work on Draconian!

 

 

Awesome news :)



#41 SpiceWare OFFLINE  

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Posted Sun Sep 21, 2014 10:49 AM

 

Awesome news :)

 

 

It's going very slowly - I got sidetracked back on the 8th when I spotted a preorder special for an online iOS 8 programming course for $80.  It also included the iOS 7 course, so I started working my way thru it.  They've just started to release the iOS 8 lessons, but I decided to finish the iOS 7 course first since I'm already a couple weeks in.  I'll do the iOS 8 course afterward as things have changed - I accidentally updated Xcode to 6 (needed for iOS 8 ) when I updated OS X to 10.9.5 and the changes in Xcode were making it difficult to follow the iOS 7 course.  Al helped me track down Xcode 5.1.1 in Apple's developer portal, so I installed it alongside ver 6.

 

I've already learned quite a bit about XCode and Objective C that will come in handy when I write the AtariVox Mac utility program.  Up until now all my Mac programs have been command line based as I hadn't yet wrapped my head around how the OS X GUI and Objective C worked.


Edited by SpiceWare, Sun Sep 21, 2014 2:36 PM.


#42 SpiceWare OFFLINE  

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Posted Sun Sep 28, 2014 10:20 AM

I bought a new computer!  
 
To test out that I've set up my 2600 development software correctly, I've dropped in some updated graphics from Nathan! We now have new digits :D
draconian.png
 

ROM1
Attached File  draconian_20140928.bin   32KB   281 downloads
 
1 Requires Stella ver 3.7.1 or later.  See first post for instructions on how to reduce flicker.

#43 PFL OFFLINE  

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Posted Sun Sep 28, 2014 10:34 AM

Cool beans.  This is just getting cooler and cooler.  Thanks for bringing this to the wee 2600. :)



#44 iesposta OFFLINE  

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Posted Sun Sep 28, 2014 10:49 AM

I knew stylish playfield digits would be a great improvement. Looks so much more sophisticated.

#45 SpiceWare OFFLINE  

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Posted Sun Sep 28, 2014 3:24 PM

I knew stylish playfield digits would be a great improvement. Looks so much more sophisticated.

 
 
That they do!  I've just dropped in the character set so we can display the messages like Alert! Alert! and Battlestations! for those without an AtariVox.
 
draconian.png
 
Hmm, I believe there are enough cycles in the kernel that I could make the 6 characters on the left show up as a different color whenever the messages are displayed :ponder:

Edited by SpiceWare, Sun Sep 28, 2014 3:58 PM.


#46 PFL OFFLINE  

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Posted Sun Sep 28, 2014 3:27 PM

I just tried out the latest build above on my PAL 2600 jr and Harmony but the game seems to freeze after I hit the fire button.  I chose PAL in the main screen... :(



#47 SpiceWare OFFLINE  

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Posted Sun Sep 28, 2014 3:32 PM

I just tried out the latest build above on my PAL 2600 jr and Harmony but the game seems to freeze after I hit the fire button.  I chose PAL in the main screen... :(


check your right difficulty switch.
 

Controls:

  • Left Difficulty - A= Diagnostic Display (time remaining in Vertical Blank and OverScan)
  • Left Difficulty - B = Score Display
  • Right Difficulty - A = stationary ship (used for diagnostic purposes)
  • Right Difficulty - B = moving ship
  • SELECT = return to menu
  • START = start game
  • Joystick = move around in sector
  • Fire = shoot


#48 PFL OFFLINE  

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Posted Sun Sep 28, 2014 3:40 PM

Oops!  I've never been the brightest bulb on the Christmas tree.  Thank you. :)



#49 SpiceWare OFFLINE  

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Posted Sun Sep 28, 2014 6:00 PM

Oops!  I've never been the brightest bulb on the Christmas tree.  Thank you. :)

 

No problem - that'll be removed once we finalize the graphics.   Nathan recently sent me some revised destroyed station pod graphics and the first draft of the enemy ships with all 16 directions :D

 

It's easier for him to make sure I didn't convert something incorrectly if he can freeze the gameplay.



#50 PacManPlus OFFLINE  

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Posted Mon Sep 29, 2014 6:06 AM

Darrell - your attention to detail is amazing.  I have to tell you, I love everything you've done on the 2600.  I wish you were working for them during it's heyday.  (I know development was different then, but still...)

 

Extremely talented to no end.

 

Bob






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