Jump to content
IGNORED

Klax for Atari 8bit?


Marius

Recommended Posts

Hi folks!

 

After playing Phaeron's excellent ports Stampede and Sequest for literally zillions of hours, I was wondering: Is there a Klax port for atari 8bit too?

 

I am reallly enthusiastic about Klax on my 2600, and I was wondering: will there be a port of this great game for atari 8bit?

 

Perhaps it already exists... so if someone knows about it, please tell me more!

 

Thanks

M.

Link to comment
Share on other sites

As "good" as the 2600 version is considering the hardware capability, the computer deserves a proper conversion.

 

It's one of the tragedies of Atari that later in life it missed out on so many arcade conversions - for 3rd parties to abandon the machine it's fair enough but for Atari themselves to release or licence Klax for so many other platforms yet ignore the 8-bit computer line was a kick in the nuts for faithful customers.

 

I think the technicalities have been discussed elsewhere here, but there's plenty of ways that the game could be faithfully recreated and at least look as good or better than most of the other 8-bit versions.

  • Like 3
Link to comment
Share on other sites

Find, it's called Hypnotic Land but only has 4colours pills, they seem to use 4colours GR.15 on the gfxs then 4Players to each. From my past thoughts on Klax using the 4Missiles together in 5th Player mode taking PF3 we'll get the 5th pill.

Then it's just a question of good design on the backdrops and some DLIs we'll get a nice looking.

Edited by José Pereira
  • Like 1
Link to comment
Share on other sites

Find, it's called Hypnotic Land but only has 4colours pills, they seem to use 4colours GR.15 on the gfxs then 4Players to each. From my past thoughts on Klax using the 4Missiles together in 5th Player mode taking PF3 we'll get the 5th pill.

Then it's just a question of good design on the backdrops and some DLIs we'll get a nice looking.

Seems someone "planned" to make a Klax for the A8 ;)

 

 

Even more "funny" is the soundtrack in the video.

  • Like 1
Link to comment
Share on other sites

Italian Atari software developer?

Lindasoft was an Italian publisher.

Lindasoft pirated many games

http://www.atarimania.com/pgelstsoft.awp?system=8&type=G&publisher=1656&step=25

but published original games too.

For example, the recently saved White Circus

http://www.santellocco.com/atari/programmi.htm#giochi

Link to comment
Share on other sites

You should be able to get all the brick colors for the 8-bit Klax, by combining a usage of DLI color changes, and PMG overlays. This seriously needs to be done.

If you want a great looking game with fluent animations, still gr.7 /Antic D is needed, where the bricks "Roll on" .

Ofcourse you could do "DLI" Tricks in Antic E, but that looks a shyte as parallax with only using DLI...

In the double scanline mode, you have enough cpu-time to place the blocks visually "overlaying" , as also some players would be needed for overlay, to have all 5 colours and details available.

 

A second way, to have enough cycles is to use any mode in 32 bytes width.

 

The lower part could be done, using simply gr. 10 mode and to place some players there, for better details. So just "linear" calculations can be used.

Link to comment
Share on other sites

If you want a great looking game with fluent animations, still gr.7 /Antic D is needed, where the bricks "Roll on" .

Ofcourse you could do "DLI" Tricks in Antic E, but that looks a shyte as parallax with only using DLI...

In the double scanline mode, you have enough cpu-time to place the blocks visually "overlaying" , as also some players would be needed for overlay, to have all 5 colours and details available.

 

A second way, to have enough cycles is to use any mode in 32 bytes width.

 

The lower part could be done, using simply gr. 10 mode and to place some players there, for better details. So just "linear" calculations can be used.

Hi Emkay. I think we don't need all that... Just give me one day and I'll show.

It's indeed more simple that it seems:

-> At the top the sides are PFs and center part also (maybe I'll put P2&P3 underlays here to have different colours than the sides...;

-> Every piece going down at the top part it's one Player (P0);

-> The pad (that receives the pieces) it's two Players (P2+P3) multicolour moving left->right;

-> On the bottom in the box you have 5 per line soo they are here the 5Players (P0 / P1 / P2 / P3 / 4Missiles->5thPlayer_PF3 colour) so you can have any of the 5colours per lines;

-> At the bottom gfxs are PFs

It's indeed just moving the PMGs like all others most of the times did on Tetris clones, only that here we need to be smart and have the idea how to add the sides gfxs+center table many colours more the bottom part...

:)

Link to comment
Share on other sites

I'm on the street with an old mobile phone seeing Chrismas lights and nice girls :grin: soo there's no way to get your point.

What's special is it happening on the video?

You can have a full row of "bricks" in different colours ... and you can "order" them to move faster. Advanced coders already struggled to have a clean motion with less objects and less colours ...

Link to comment
Share on other sites

Hi guys.

Happy New Year!...

 

 

Here's what I thought by using GR.15 bitmap mode on the game area and the top+bottom part is in GR.12/Antic4 charmode.

GR.15 you have no 'bad-lines' and no chars limit.

You place vertically from left to right: P1/P0/Missiles 5th Player_PF3 colour/P2/P3...

Then each time a new block comes it's that Player nº, if it's in the same vertical then it's the same Player nº you only put in in the new xPos and its colour.

 

Using PRIOIR4 it's the way to go because you only have to do the mask for the PFs. The overlaps from one Player to other on the same horizontal if it exists also be done with this and that's why I have that Players sequence. Have a have a look on this GameBoy Colour:

post-6517-0-12060400-1420048271.png

 

 

Here's the screens (Normal and PAL Blending):

-> 32Bytes wide if necessary:

post-6517-0-99339700-1420048100_thumb.pngpost-6517-0-26500300-1420048110_thumb.png

-> 40Bytes wide:

post-6517-0-38876600-1420048116_thumb.pngpost-6517-0-34725200-1420048122_thumb.png

 

 

 

I adapted this from the Atari 7800 version but as you can see I'll need to re-arranje the bottom panel...

 

 

  • Like 1
Link to comment
Share on other sites

I said charmode is in top bottom part that is:

-> Top: the score line

-> Bottom: the panel where the blocks pill and the pad can be any Player (here I am using P0) and the 5rows are P1/P0/MISSILES 5th_PF3/P2/P3

 

The colours PFs across the screen are:

BAK: always black

PF0: always white

PF1: green on the board area and DLIs other places

PF2: brown(s)

PF3: DLIs any colour according to the colour of the middle row blocks and some score numbers

 

 

The blocks maybe other looking but this was just a 'quicky' :)

Using this method its possible to create the other game screens by just changing the PFs colours leaving only BAK_black and PF0_white unchanged.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...