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NRV

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NRV last won the day on September 1 2017

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  1. So more people can see your pictures.. nice project!
  2. NRV

    Lunar Patrol

    I always liked Bubble Ghost in the Atari ST.. is great to have a version now for the 7800
  3. I believe the 7800 could do a pretty good version of the arcade one..
  4. Lol.. I can also recommend that one. But maybe a little too advanced for a pong game Nice game Vins!
  5. Yes, that one. https://strategywiki.org/wiki/Yuu_Maze http://gaming.moe/?tag=yuu-maze Sadly, it seems it was kind of bad.
  6. You could try to look for some kind of source code, or disassemble the original Z80 roms (from the arcade version), or maybe look at the 6502 NES version (not the exact same game, but maybe the enemies have similar behaviors). What I did was to look at a couple of youtube longplay videos and also played the original game in Mame, until I have an idea of the algorithms behind those behaviors. Sure, is not that simple with the more complex behaviors, but I wanted them to be good enough, not perfect. In fact I remember seen some videos where an enemy did something that I could not explain with my final models, but at that point it could even be a bug in the original code , so 99% was good enough for me. In the end you cannot really do it perfect without looking at the original code. After you have the basic behaviors in a nice list of steps and conditions you can start thinking about algorithms. This is going to be easier if you have experience with those. But for ""AI"" so simple as this, probably this list of steps is already your algorithm. Then implementing this in your chosen language will depend on how much experience you have with it. There is no shortcut for all this, you just start with simple things and move to the complex ones.. baby steps as they say (and time and patience). As an example, one of the behaviors for the first enemy is that it tries to rotate toward the player's "perpendicular" direction, every time that it gets to an intersection in the maze. Then if the enemy is moving up, and gets to an intersection or a front collision, the final code look more like this: .proc BehaviorUpFollowTarget // if there is a CounterClockwise exit and (playerX < enemyX) rotate CCW // if there is a Clockwise exit and (playerX >= enemyX) rotate CW // if there is no front collision continue front // else turn CW, CCW or back.. And there is equivalent code for when the enemy is moving right, left or down.
  7. In the old player you just change the code that writes to AUDCTL. I assume that it would be as easy to do in the new versions. Normally there is only one write to the hardware registers at the end of the RMT code. To implement APAC with IRQ's and play RMT music at the same time for example. I suppose the RMT player's code could have a generic "AND mask" and a generic "OR mask", so a user could clear or set specific AUDCTL bits. Don't know if that is what you need
  8. Probably is not Lady Bug, RallyX, Turtles or JumpBug, but I would be ok with any of those ? The other well known Z80 arcade conversion there... yeah it would be a challenge (but it would be really nice having your version in the A8).
  9. After all the experiments from Vinscool, Synthpopalooza and other people, I would say that supporting custom note tables (3) and providing fine control over all the Pokey values per frame (7), when needed, are the most important. You can forget about number 6. It was that sometimes, some note tables or instruments, need to be used in specific channels. But you can give total freedom to the user in the end, there is no need to check everything.
  10. I would try with something like: BASE = $5000 SETVEC = *-BASE BUFFLEN = *+1 ERRNUM org *+24 org *+49 .sb +128, " START " (untested!)
  11. You made me remember that I typed that one, almost finished it, but lost it to the Atari Basic's lock up bug (could not save it ?). Never tried again x) Probably the ones I played most: - Zurk: http://www.atarimania.com/game-atari-400-800-xl-xe-zurk_5952.html?version=5952 - Kooky's Quest: http://www.atarimania.com/game-atari-400-800-xl-xe-kooky-s-quest_2834.html?version=2834 - Avalanche: http://www.atarimania.com/game-atari-400-800-xl-xe-avalanche_442.html?version=442 - Spy Plane: http://www.atarimania.com/game-atari-400-800-xl-xe-spy-plane_4952.html?version=4952 Maybe Avalanche could interest you.. is a QBert clone in machine language, from Analog.
  12. There is already an A8 version of Raimais, so there is code done if you need it, but probably if there is a popular vote Bubble Bobble would win x) (and the graphics for the 7800 are already done in this thread: )
  13. https://en.wikipedia.org/wiki/Pac-Man_Vs
  14. Couldn't resist doing it with other colors of the A8 palette (Altirra default NTSC):
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