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Top Games You'd Like to Have for Atari 8-Bits


MrFish

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And some explanation. The Demo uses scrolling, which means a lot of cpu cycles lost by DMA.

The PMg shows 20 3 color objects, multiplexed PMg, which means 40 moving objects by PMg .

In parallel it shows up to 14 ? software sprites, AND it multiplexes a starfield in the background.

 

Popmilo's demonstrations show just a static screen and fluent movement is shown with 6 objects.

 

In clear words: Double scanline modes were not just a "little" better. It's like to speed the Atari up to 3 times. And there is no need for any discussion ;)

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And some explanation. The Demo uses scrolling, which means a lot of cpu cycles lost by DMA.

I haven't looked at the actual code, but because it only scrolls the landscape above and below the software sprites - sort of like how Matta Blatta is doing things - rather than beneath them I'd assume it's just done with characters and one LMS per scape which wouldn't steal anything extra on the DMA front.

 

Popmilo's demonstrations show just a static screen and fluent movement is shown with 6 objects.

But his software sprites are rendered over a background which isn't happening in the demo so you're pretty much comparing apples to oranges here...

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But his software sprites are rendered over a background which isn't happening in the demo so you're pretty much comparing apples to oranges here...

Yeah, apples and oranges... The "Sprites" in the video were all animated.

Also, Popmilo's demo uses a character mode, where the double scanline character mode won't speed up things that much.

 

It's just a simple answer in that: If people allow any double scanline mode for the games, everything is possible. Also all games of this thread.

Edited by emkay
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But his software sprites are rendered over a background which isn't happening in the demo so you're pretty much comparing apples to oranges here...

Yes. That's impressive demo. On the other hand my goal was not number of sprites or speed. It was how to make sprites that behave and look almost like real hardware sprites. Something universal that can be used in hundred games and not just single kind of shooter game.

 

Of course double scanline modes will be faster. There's less bytes to erase, shift, draw...

 

So here are examples with doubled scanlines.

 

post-14652-0-28862700-1524510430.png

 

12 sprites running in 50fps:

char_sprites12_50fps.xex

 

24 sprites running in 25fps:

char_sprites24_25fps.xex

 

12:6 and 24:14 is a decent speed up imho.

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Yes. That's impressive demo. On the other hand my goal was not number of sprites or speed. It was how to make sprites that behave and look almost like real hardware sprites. Something universal that can be used in hundred games and not just single kind of shooter game.

 

Of course double scanline modes will be faster. There's less bytes to erase, shift, draw...

 

So here are examples with doubled scanlines.

 

attachicon.gif24_sprites_25_fps.png

 

12 sprites running in 50fps:

attachicon.gifchar_sprites12_50fps.xex

 

24 sprites running in 25fps:

attachicon.gifchar_sprites24_25fps.xex

 

12:6 and 24:14 is a decent speed up imho.

Are you sure that the demo with 24 is running at 25fps? I ran both side by side, and the demo with 12 sprites completes 4 loops in the time the other completes one (2.5 seconds vs 10 seconds). Not criticizing - it's a very cool sprite engine you have created.

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Are you sure that the demo with 24 is running at 25fps? I ran both side by side, and the demo with 12 sprites completes 4 loops in the time the other completes one (2.5 seconds vs 10 seconds). Not criticizing - it's a very cool sprite engine you have created.

2.5s vs 10s sounds just about right.

Demo with more sprites uses smaller step around the cirlce path, so it's twice slower. Multiply that with 2 frames to draw vs 1 frame and you've got your 1:4 ration of speed.

 

ps. I wanted to show how smooth sprites can move in 25fps. This test was originally for a football game prototype. I have some nice 8x8 pixel footy players around here. Should be fun to put them on screen and make them run around :)

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Hey look! We actually have Galaga and Exerion on the Atari computer! And an improved version of Galaxian.

 

Why anyone wants to misrepresent the actual system these games are on, no idea. Actual system is a NES.

 

 

 

Well, I'd kill for a Galaxian that good on the A8....

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  • 8 months later...

Another area where I think the Atari 8-bits have a deficiency is in Pool games. There's the Thorn games,

Pool 400, and On Cue; these all lack in various aspects, such as pocket size, controls, or physics -- not to

mention they're pretty dull graphically.

 

I enjoyed playing Thorn Pool BITD, up to a point. Mainly the pocket size (too small) made it frustrating to

pocket balls after a while. The controls were also a little on the touchy side -- for lining up your shot.

 

So, I was thinking something loosely based on Side Pocket would be a good idea for the Atari 8-bits. It uses

fewer balls -- which would take some load off processing -- and is generally quite playable for pool games of

this era.

 

This layout would use Antic 4 softsprites, with the 4 P/M's for underlaying some of them.

 

post-6369-0-00456500-1546755718_thumb.png

 

post-6369-0-72424900-1546757318_thumb.png

 

Edited by MrFish
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Another area where I think the Atari 8-bits have a deficiency is in Pool games. There's the Thorn games,

Pool 400, and On Cue; these all lack in various aspects, such as pocket size, controls, or physics -- not to

mention they're pretty dull graphically.

 

I enjoyed playing Thorn Pool BITD, up to a point. Mainly the pocket size (too small) made it frustrating to

pocket balls after a while. The controls were also a little on the touchy side -- for lining up your shot.

 

So, I was thinking something loosely based on Side Pocket would be a good idea for the Atari 8-bits. It uses

fewer balls -- which would take some load off processing -- and is generally quite playable for pool games of

this era.

 

This layout would use Antic 4 softsprites, with the 4 P/M's for underlaying some of them.

 

attachicon.gifsidepocket.png

 

attachicon.gifsidepocketnumbers.png

 

I would love to see Side Pocket for the Atari 8-Bit, it's one of my all time favourite games :-D

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Another area where I think the Atari 8-bits have a deficiency is in Pool games. There's the Thorn games,

Pool 400, and On Cue; these all lack in various aspects, such as pocket size, controls, or physics -- not to

mention they're pretty dull graphically.

 

I enjoyed playing Thorn Pool BITD, up to a point. Mainly the pocket size (too small) made it frustrating to

pocket balls after a while. The controls were also a little on the touchy side -- for lining up your shot.

 

So, I was thinking something loosely based on Side Pocket would be a good idea for the Atari 8-bits. It uses

fewer balls -- which would take some load off processing -- and is generally quite playable for pool games of

this era.

 

This layout would use Antic 4 softsprites, with the 4 P/M's for underlaying some of them.

 

attachicon.gifsidepocket.png

 

attachicon.gifsidepocketnumbers.png

 

 

I would love to see a pool game made by one of your modern wizards that know how to do all this fancy stuff on the Atari 8-bit computer. Is the Pool program complete yet?

 

No one has really done a great full screen pinball game in years either.

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I would love to see Side Pocket for the Atari 8-Bit, it's one of my all time favourite games :-D

 

It's a neatly done game. There are some things I don't like about it; but they could easily be fixed.

For one, I find the circus-sounding music to be rather weird. Also, it'd be nice to place the cue ball

wherever you want -- when breaking, etc.

 

Here's how some random ball placement would look...

 

post-6369-0-21794100-1546789740_thumb.png

Edited by MrFish
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