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My 8-bit Games Porting to 7800 in the works


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#51 peteym5 OFFLINE  

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Posted Fri Dec 8, 2017 3:18 PM

Here is the screenshot.

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  • Venture7800_Game_01.jpg


#52 Trebor OFFLINE  

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Posted Fri Dec 8, 2017 4:01 PM

I am usually one for being a purist in trying to replicate the Arcade graphics as close as possible; however, this is looking like a very much welcomed exception (and upgrade). Utilizing the 160 graphics mode(s) of the 7800, there is no sense going for a monochromatic look for the character sprites.

 

Those Venture sprites look great!  Well done.



#53 Jinks OFFLINE  

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Posted Fri Dec 8, 2017 6:03 PM

Those do look great!

#54 peteym5 OFFLINE  

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Posted Sat Dec 9, 2017 5:19 PM

Here is the first Map screen drawn up, I want it to look as close to the 8-bit version as possible, at least sharing all the same tile map positions.

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  • Venture7800_Game_03.jpg


#55 Jin OFFLINE  

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Posted Sat Dec 9, 2017 7:19 PM

Here is the screenshot.

 

Here is the first Map screen drawn up, I want it to look as close to the 8-bit version as possible, at least sharing all the same tile map positions.

 

 

This is just about the best retro gaming news I could ask for this holiday season! Everything looks just fantastic so far! :D



#56 Jinks OFFLINE  

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Posted Sat Dec 9, 2017 8:24 PM

 
 
 
This is just about the best retro gaming news I could ask for this holiday season! Everything looks just fantastic so far! :D

I know it is amazing!!
It reminds me of when PACMANPLUS was hammering out 7800 titles like a machine..

#57 peteym5 OFFLINE  

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Posted Mon Dec 11, 2017 7:24 PM

Here is an early work in progress screenshot for Putt 18 Miniature Golf. 

 

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  • Putt18_7800_01.jpg


#58 peteym5 OFFLINE  

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Posted Fri Dec 15, 2017 5:59 PM

Here are a few more work-in-progress screen shots from the Miniature Golf game. I am demonstrating some of the different shapes that my program can generate. There will also be moving obstacles, hills, and water hazards you need to avoid. 

Attached Thumbnails

  • Putt18_7800_02.jpg
  • Putt18_7800_03.jpg
  • Putt18_7800_04.jpg
  • Putt18_7800_05.jpg


#59 peteym5 OFFLINE  

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Posted Sat Dec 16, 2017 8:52 AM

I completed the second map screen for Venture. If anybody is wondering why I am jumping between games, I am working on a compact encoding technique that draws the screens from a set of instructions instead of storing  whole screens on the cartridge ROM  at about 1K per screen. I have it down to around 100 bytes per screen depending on how complicated the screen is. That allows many more screens to be stored without resorting to larger bank switching cartridges that more be more expensive. I am testing this on Delta Space Arena, Venture, and Putt 18 Miniature Golf. I am going to need some screens together before I go on to further game development. Some games have well over 50 screens for me to port over. I have an Adventure type game with 256 screens. might need to make a custom Visual Basic program to port all the data for me. 

Attached Thumbnails

  • Venture7800_Game_04.jpg

Edited by peteym5, Sat Dec 16, 2017 8:56 AM.

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#60 Jinks OFFLINE  

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Posted Sat Dec 16, 2017 9:16 AM

Looks great!!

#61 peteym5 OFFLINE  

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Posted Sat Dec 16, 2017 4:48 PM

Here is the 3rd map screen for Venture on the 7800. Now this game is a work in progress and things are subject to change as I develop the game. I am planning to make this more like the arcade verses the 2600, Coleco, Intellivision, or even my 8-bit/5200 version. It may have several modes, default being arcade, other modes being home console, 8-bit challenger mode, and 7800 challenger mode. The issue I had with the 8-bit version was I could only dedicate 6 sprites for the enemies inside of each room. 7800 that can be extended to 8 or 10 maybe, or have something else like flames or energy bolts bouncing between walls. Many ideals are being considered. 

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  • Venture7800_Game_05.jpg


#62 peteym5 OFFLINE  

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Posted Sun Dec 17, 2017 4:42 PM

Here is the 4th map screen ported from the 8-bit/5200 version of Venture. At this point, I am undecided about adding extra map screens and dungeons. That will all depend on the cartridge size we choose for the final game. 

 

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  • Venture7800_Game_06.jpg

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#63 peteym5 OFFLINE  

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Posted Mon Dec 18, 2017 7:50 PM

Here are the first two dungeon screens I had done so far. It took me awhile to figure out how to do those diagonal lines. 

Attached Thumbnails

  • Venture7800_Game_07.jpg
  • Venture7800_Game_08.jpg

Edited by peteym5, Mon Dec 18, 2017 7:53 PM.

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#64 peteym5 OFFLINE  

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Posted Wed Dec 20, 2017 7:00 PM

The two remaining dungeons from the first map screen. 

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  • Venture7800_Game_10.jpg
  • Venture7800_Game_09.jpg

Edited by peteym5, Wed Dec 20, 2017 7:12 PM.


#65 Shawn OFFLINE  

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Posted Fri Dec 22, 2017 1:02 PM

Are all these screens just static pieces or are they implemented into a functioning framework of an actual running binary?



#66 davidcalgary29 OFFLINE  

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Posted Fri Dec 22, 2017 1:42 PM

Och, man. Did you just give Winky a NOSE?

#67 peteym5 OFFLINE  

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Posted Sat Dec 23, 2017 7:57 AM

First, here are a few more screen shots

 

Are all these screens just static pieces or are they implemented into a functioning framework of an actual running binary?

They are derived from the binary as I am encoding each level. The enemies are temporary as there is no programming logic to move them around yet. I needed all the level data before I start encoding the game.  I am converting the levels from the 8-bit data which used the multicolored character set mode and transferring it to the multi-colored set mode on the 7800. I am also looking over videos and pictures of the arcade version to try to get the shapes and sizes of the rooms to match the arcade better. Like shift the walls a few character positions over.

 

Och, man. Did you just give Winky a NOSE?

Yes, I he has a nose now. Since 7800 sprites are 3 color, I can give the sprites more detail. 

Attached Thumbnails

  • Venture7800_Game_11.jpg
  • Venture7800_Game_12.jpg

Edited by peteym5, Sat Dec 23, 2017 8:25 AM.

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#68 Jinks OFFLINE  

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Posted Sat Dec 23, 2017 8:17 AM

Will winky fire a arrow?
May be the first game on atari that does not fire a dot. Been a gripe of mine for 30 some years.

#69 peteym5 OFFLINE  

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Posted Sun Dec 24, 2017 8:29 AM

I have an arrow sprite. The Atari 8-bit version I made has arrows instead of dots. The 2600 had 2 players, 2 missiles, and 1 ball for sprite vs many multicolored sprites that are available for the 7800.

Here are 2 more screen shots. 

Attached Thumbnails

  • Venture7800_Game_13.jpg
  • Venture7800_Game_14.jpg


#70 SS OFFLINE  

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Posted Sun Dec 24, 2017 10:30 AM

Venture looks like it is shaping up nicely. I will probably end up buying it for the 7800 as well.

#71 Jinks OFFLINE  

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Posted Sun Dec 24, 2017 10:33 AM

Looks great can not wait to see it in action!

#72 fluxit OFFLINE  

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Posted Sun Dec 24, 2017 3:54 PM

Will Winky control like his pants have fallen down around his ankles, as in the arcade original? I hope not.


Edited by fluxit, Sun Dec 24, 2017 3:54 PM.


#73 peteym5 OFFLINE  

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Posted Sun Dec 24, 2017 4:16 PM

Will Winky control like his pants have fallen down around his ankles, as in the arcade original? I hope not.

No, most likely will be porting the same routine from the 8-bit version that works great. Some people who played the 8-bit version stated it may have made the game too easy, but I will see what I can do to keep it challenging.  The Hold and Shoot mode may makes it even easier. Well anyway here are two additional screen shots from levels I recently completed. 

 

I noticed the monsters in the arcade sorta move toward you, where as the Coleco version, they seem to move at random. Might improve the monster logic to make the game more challenging. 

Attached Thumbnails

  • Venture7800_Game_15.jpg
  • Venture7800_Game_16.jpg


#74 davidcalgary29 OFFLINE  

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Posted Sun Dec 24, 2017 4:37 PM

The A8 version is too easy?! I must be terrible at this game. :)

Can we have teasers of the treasures?
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#75 DrSidneyZweibel OFFLINE  

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Posted Sun Dec 24, 2017 11:10 PM

This looks great so far!




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