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Turmoil clone


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#1 PeteE OFFLINE  

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Posted Tue Dec 25, 2018 2:53 PM

Here's my take on Turmoil from the 2600.  I became interested when I realized how unfair it was that the 2600 has 64 colors vs 15 colors on the TI, and multicolor sprites too.  But then I discovered an elegant way to do multicolor sprites in bitmap mode, and just had to see if it would be fast enough.  The game is written in C, and compiled with GCC for the TI.  I also used Tursi's Convert9918 program to generate the dithered colors on the rainbow screen.

 

Gameplay requires Joystick 1.  Press fire to start.  Use joystick to move and press fire to shoot.  Holding down the fire button while moving is an effective way to eliminate swaths of enemies.  Collect the blinking prize before it explodes for 800 points, but get out of there quick when the saucer comes.  Shoot the arrows before they turn into formidable tanks. An extra ship is awarded at the completion of each level.

 

Sounds effects are in!  Please download the game again.

 

Source code is up on github

Attached Files


Edited by PeteE, Thu Dec 27, 2018 12:29 AM.


#2 arcadeshopper ONLINE  

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Posted Tue Dec 25, 2018 3:01 PM

very nice!



#3 Nick99 OFFLINE  

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Posted Tue Dec 25, 2018 3:05 PM

Amazing what can be done!

This was fast and fun!  :grin:  :thumbsup:

With sound effects it will be a blast!

 

Thanks PeteE!



#4 twoodland OFFLINE  

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Posted Tue Dec 25, 2018 4:01 PM

Wow this is very cool!  Thank you so much!



#5 ti99iuc ONLINE  

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Posted Tue Dec 25, 2018 4:35 PM

Oh my PeteE, it is a nice game! 

wow! :D



#6 unhuman OFFLINE  

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Posted Tue Dec 25, 2018 6:39 PM

Damn that's pretty fantastic!  I was starting to try and get my gcc platform set up again, but I can't top this.  :)


Edited by unhuman, Tue Dec 25, 2018 6:42 PM.


#7 PeteE OFFLINE  

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Posted Tue Dec 25, 2018 7:54 PM

Damn that's pretty fantastic!  I was starting to try and get my gcc platform set up again, but I can't top this.  :)

Yeah, I saw that you had found your source code again.  I really didn't want to step on your toes.  But please continue to work on getting your C development set up again.  I can post my source code and makefile if that would be helpful.



#8 Vorticon OFFLINE  

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Posted Wed Dec 26, 2018 5:04 AM

You managed to re-create the feel of the 2600 pretty well. Nicely done! It does need sound however to make the experience whole and hopefully you can squeeze it in.



#9 unhuman OFFLINE  

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Posted Wed Dec 26, 2018 9:55 AM

Yeah, I saw that you had found your source code again.  I really didn't want to step on your toes.  But please continue to work on getting your C development set up again.  I can post my source code and makefile if that would be helpful.

 

No harm / no foul at all.  I've neglected this thing for 9 years...  But, I was super-happy to get my source code, it inspired me to put a bunch of old stuff up on github for "eternal" preservation.  I'm very excited about your efforts!  I've got other neglected projects too...



#10 PeteE OFFLINE  

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Posted Wed Dec 26, 2018 4:21 PM

You managed to re-create the feel of the 2600 pretty well. Nicely done! It does need sound however to make the experience whole and hopefully you can squeeze it in.

 

 

Amazing what can be done!

This was fast and fun!  :grin:  :thumbsup:

With sound effects it will be a blast!

 

Thanks PeteE!

 

 

Sounds effects are added!  I hope your ears can tolerate them.  :D



#11 PeteE OFFLINE  

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Posted Wed Dec 26, 2018 9:55 PM

I've added an EA5 version now - TURMOIL.bin.

 

In case you were wondering how the multicolor sprites work, here's how:

Attached File  turmoil1.png   1.98KB   2 downloads

There are 4 different color stripe patterns used for the various moving object types: the player ship, the majority of enemy ships, the arrow/saucer, and the explosion. The color stripes are a block of bitmap mode character patterns, with a single sprite set to the inverted shape of the ship and set to black.  Here's what it looks like with the sprite layer turned off in classic99:

Attached File  turmoil2.png   2.1KB   2 downloads

Each stripe block can be moved pixel-by-pixel horizontally by using the characters from a set of 8 shifted stripes with black background. There is one set for each corner of the block, so 32 characters total for each color stripe. The character pattern table looks like this: (the stripes are duplicated in each of the 3 bitmap mode screen segments)

Attached File  turmoil3.png   10.49KB   2 downloads

The player bullets are two sprites, and with one enemy sprite per row, and a single player ship sprite, that stays within the limit of 4 sprites per line.



#12 Opry99er ONLINE  

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Posted Wed Dec 26, 2018 11:04 PM

Hell yes!!!

#13 PeteE OFFLINE  

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Posted Thu Dec 27, 2018 12:02 AM

I found a bug on level 6 and uploaded the files again.  I also changed the extension on the EA#5 version so it won't get confused for a cart.

 

 

Hell yes!!!

I'm excited to hear what BuckoBrand thinks of it.



#14 Opry99er ONLINE  

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Posted Thu Dec 27, 2018 12:29 AM

He will be extremely excited, I guarantee you that. :) He hasn't been on his laptop for a few days.... mom caught him googling one of the more hilarious body parts (innocently) and took away his internet privileges for a few days. He can TI in his room, but no internet for a bit. :)


You never know what googling "big butt" will pull up. :D

I told him it's funny to joke about, but that's not what we use the internet for. He understands and is chomping at the bit to get back online. :)

Edited by Opry99er, Thu Dec 27, 2018 12:31 AM.


#15 jrhodes OFFLINE  

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Posted Thu Dec 27, 2018 1:14 AM

As if i needed yet another excuse to power up my TI. :-D

PeteE, this rocks.
Attached File  joystick.gif   7.02MB   4 downloads



#16 Keatah OFFLINE  

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Posted Thu Dec 27, 2018 3:01 AM

Color me impressed by the smooth and fast scrolling, and colors too.



#17 sometimes99er OFFLINE  

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Posted Thu Dec 27, 2018 3:53 AM

Good job. This 2600 game was on my todo.
  

But then I discovered an elegant way to do multicolor sprites in bitmap mode, and just had to see if it would be fast enough.

 

I was going for multicolored sprites too, but then only using background graphics. I would probably have had to download some graphics on the fly (per enemy), perhaps go for movement on 2 pixel barriers or a combination of things. Your solution with black sprites on top is however quite effective and elegant.
 
Playability. I never got addicted. I had the game for the C64. I've tried the 2600 version a few times. Since the interest in May this year, I took a closer look, since it's a perfect 8K candidate. I played your version, but as always I get hit too soon. But it sure looks pretty.
 
Memory. As far as I can see, you do not require the 32K Memory Expansion. I would have gone for that too (not requiring).
 
The rainbow screen. I was going for a somewhat similar 2600 look, but using another effect. It's back in the big bucket.
 
Scoring. Mine was double width. Same bucket.
 
Very well done.  :thumbsup:


Edited by sometimes99er, Thu Dec 27, 2018 5:46 AM.


#18 Ksarul OFFLINE  

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Posted Thu Dec 27, 2018 11:09 AM

Cartridges that run within the 8K cartridge space are always welcome. I regularly get folks asking me for homebrew cartridge games they can play without any expansions. . .there are still a lot of TI users out there with console-only systems, and these new games are a very good way to draw them back to the system.



#19 Vorticon OFFLINE  

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Posted Sat Dec 29, 2018 10:18 AM

Love the sound effects! Makes all the difference!



#20 Opry99er ONLINE  

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Posted Mon Dec 31, 2018 12:52 AM

Unreal, brother.... just getting around to putting this one on my hardware and I am absolutely blown away. The controls are immaculate, the enemies are excellent, sound FX are marvelous....

You just did something incredible.... :)

Thank you so much for this game!!!!!!! High Score Competition fodder, indeed!!!

Attached Files



#21 PeteE OFFLINE  

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Posted Mon Dec 31, 2018 12:37 PM

Unreal, brother.... just getting around to putting this one on my hardware and I am absolutely blown away. The controls are immaculate, the enemies are excellent, sound FX are marvelous....

You just did something incredible.... :)

Thank you so much for this game!!!!!!! High Score Competition fodder, indeed!!!

Thanks for your kind words. I hope you all have a lot of fun playing it.



#22 eebuckeye OFFLINE  

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Posted Mon Dec 31, 2018 1:05 PM

I am amazed how good this looks!  I was hoping the TI could do it after playing the Vic-20 version years ago.. 

 

Now, how do I get it to start in JS99? :-)  I see the demo mode but can't figure out how to play.



#23 PeteE OFFLINE  

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Posted Mon Dec 31, 2018 1:11 PM

I am amazed how good this looks!  I was hoping the TI could do it after playing the Vic-20 version years ago.. 

 

Now, how do I get it to start in JS99? :-)  I see the demo mode but can't figure out how to play.

Press the fire button on joystick 1, which JS99er maps to the keyboard TAB key.  Don't ask me how to play it on your phone.



#24 eebuckeye OFFLINE  

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Posted Mon Dec 31, 2018 1:13 PM

Thank you.. Never thought to try 'tab'.  Awesome!!



#25 PeteE OFFLINE  

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Posted Mon Dec 31, 2018 3:07 PM

Ksarul and ILikeTurtles have kindly provided a cartridge label here.


Edited by PeteE, Mon Dec 31, 2018 3:07 PM.





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