am1933 Posted September 19, 2014 Share Posted September 19, 2014 Came accross this by accident on Youtube, it is a fairly new homebrew game for the ZX Spectrum, reminds me a bit of a high quality version of Haunted House on the good old 2600. I am sure it would look a lot better on a Ti99/4a. http://www.youtube.com/watch?v=zm3CCWicM8s 1 Quote Link to comment Share on other sites More sharing options...
TMR Posted September 19, 2014 Share Posted September 19, 2014 I am sure it would look a lot better on a Ti99/4a. Off you go then... =-) 3 Quote Link to comment Share on other sites More sharing options...
RobertLM78 Posted September 20, 2014 Share Posted September 20, 2014 Off you go then... =-) - sorry am1933, you did kinda set yourself up for that one... . Nevertheless, it does look like a cool game. 1 Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted September 20, 2014 Share Posted September 20, 2014 Love the visual style of that game. 1 Quote Link to comment Share on other sites More sharing options...
am1933 Posted September 20, 2014 Author Share Posted September 20, 2014 Off you go then... =-) I will try my best but I don't think TI extended basic will cut it. Quote Link to comment Share on other sites More sharing options...
Omega-TI Posted September 20, 2014 Share Posted September 20, 2014 I'm surprised nobody has made a variant of Pacman with these guys.... 2 Quote Link to comment Share on other sites More sharing options...
am1933 Posted September 20, 2014 Author Share Posted September 20, 2014 I'm surprised nobody has made a variant of Pacman with these guys.... Some of the most criminal CGI effects ever put on a direct to video release!!!!!, Stephen King must have been really proud. 1 Quote Link to comment Share on other sites More sharing options...
Keatah Posted September 20, 2014 Share Posted September 20, 2014 For a moment the background music was sounding like it be from Doom. But then it got kinda campy. 1 Quote Link to comment Share on other sites More sharing options...
RobertLM78 Posted September 20, 2014 Share Posted September 20, 2014 For a moment the background music was sounding like it be from Doom. But then it got kinda campy. I frickin' hate it when music does that..... 1 Quote Link to comment Share on other sites More sharing options...
Chilly Willy Posted September 20, 2014 Share Posted September 20, 2014 I'm surprised nobody has made a variant of Pacman with these guys.... Maybe after he eats the large pill. That would DEFINITELY make the ghosts turn tail and run! Quote Link to comment Share on other sites More sharing options...
TMR Posted September 21, 2014 Share Posted September 21, 2014 I will try my best but I don't think TI extended basic will cut it. Then this would be a good time to move to assembly language. You might want to start with something a little simpler though; the way that game handles the lighting is quite a bit trickier than it looks. 1 Quote Link to comment Share on other sites More sharing options...
am1933 Posted September 21, 2014 Author Share Posted September 21, 2014 Then this would be a good time to move to assembly language. You might want to start with something a little simpler though; the way that game handles the lighting is quite a bit trickier than it looks. I have already made the transfer to assembly, I just find tms9900 on the ti a bit less straightforward than 6502 on the BBC, many of the principle sare the same but I find the BBC assembler really easy and straightforward to use. The limits of my TI assembler work so far is just basic stuff like moving characters, changing screen colours and sounds. Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted September 21, 2014 Share Posted September 21, 2014 You might want to start with something a little simpler though; the way that game handles the lighting is quite a bit trickier than it looks. For systems with tiled/character backgrounds (Inty and 7800 in particular) I think it'd be much easier. Just set each tile's attribute to be "all black" when you put the tile on screen and then change the tile attributes around the player using a fixed X and Y pixel offset. You'd also need to clip screen boundaries and round down to work out the tile's column and row to adjust. If you wanted a more complex effect with cross hatching and such like, then that'd be a little more work and require multiple copies of the tiles in the same character/tile set. Any walls that shouldn't be illuminated, and thus appear black, would have a special flag/value that you'd check before changing the colour attribute. Quote Link to comment Share on other sites More sharing options...
TMR Posted September 21, 2014 Share Posted September 21, 2014 For systems with tiled/character backgrounds (Inty and 7800 in particular) I think it'd be much easier. Just set each tile's attribute to be "all black" when you put the tile on screen and then change the tile attributes around the player using a fixed X and Y pixel offset. That's what i believe the Spectrum is doing as well; the background is written into the bitmap whilst the attribute RAM is manipulated for the lighting; watch what the lights do near walls or other lights though, those are the fiddly bits especially when there's a several on a single screen. 1 Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted September 21, 2014 Share Posted September 21, 2014 That's what i believe the Spectrum is doing as well; the background is written into the bitmap whilst the attribute RAM is manipulated for the lighting; watch what the lights do near walls or other lights though, those are the fiddly bits especially when there's a several on a single screen. I'm sure there are some relatively simple rules that can be worked out in order to get something that is visually pleasing when two light sources are "colliding". Quote Link to comment Share on other sites More sharing options...
TMR Posted September 21, 2014 Share Posted September 21, 2014 I'm sure there are some relatively simple rules that can be worked out in order to get something that is visually pleasing when two light sources are "colliding". Well yeah, simple rules for someone with a bit of experience... that's why i said it probably isn't for a beginner, that's quite a tricky thing to work out even before looking at lighting the walls in the same way. =-) Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted September 21, 2014 Share Posted September 21, 2014 Well yeah, simple rules for someone with a bit of experience... that's why i said it probably isn't for a beginner, that's quite a tricky thing to work out even before looking at lighting the walls in the same way. =-) Gotcha! Quote Link to comment Share on other sites More sharing options...
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