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Two Steps Forward...


vdub_bobby

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BACK TO STRIPED elevators, based on feedback. I thought this would give me lots of RAM back - but it wasn't to be. :(

 

I really wanted to add stairs on either side of the screen, and I just couldn't fit it into the old kernel. So I've gone back (again) to the RAM-hungry kernel that supercat suggested.

 

And so now RAM is an issue. :ponder: Probably can make it work, though.

So new binary: still isn't playable - I was too tired last night to add the code back in that moves you up a floor and increases your score - but the status stuff is back at the bottom of the screen: ElevRep20061105.bin

blog-6060-1162836413_thumb.png

Thoughts on the stairs?

 

Other changes: I fixed the maid sprite and increased the height of the elevators. I also completely revamped the routine that moves the elevators. There are 64 elevator speeds; the one on the left is the slowest and the one on the right is the fastest.

 

I wrote special-case kernels for the top and bottom of the screen, so the kernel needs 65 bytes of RAM for the elevators, which isn't so bad - however, I also need 3 bytes for each elevator (Y position, fractional Y position, and velocity/direction); 21 bytes total.

 

Features requiring RAM that I want to add:

-AtariVox support

-MemCard support and high score support

-a second player (might be able to overlay other RAM for this)

-music

-sound effects

 

I probably need between 10 and 12 free bytes to add all that; right now I have 3 free bytes. So we'll see what I can do.

5 Comments


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Could you use a black missile to cover up the white stripe on the right half of the screen? Also, I think the stairs look more like ramps than like stairs. Not sure how to make them look best.

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Could you use a black missile to cover up the white stripe on the right half of the screen?

I could, pretty easily. Problem with that: in the two player version the 2nd player may not be black. Though I suppose she could be.

Also, I think the stairs look more like ramps than like stairs. Not sure how to make them look best.

Me neither. :ponder:

I wonder if I could somehow combine the 2nd missile with the ball to get more of a 3D look.

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I could, pretty easily. Problem with that: in the two player version the 2nd player may not be black. Though I suppose she could be.

 

Hmm... were you planning on color-striping the players? That could make use of the missiles for other screen decorations difficult.

 

:ponder: What if you got rid of the white stripe altogether and made the stairs go up against the right edge of the screen? Are you using a table of bit values for the elevators? If so, shifting them all over by a playfield pixel shouldn't be a problem.

 

I wonder if I could somehow combine the 2nd missile with the ball to get more of a 3D look.

 

Another option would be to stairstep by two pixels every fourth scan line. Not sure that would look good either, but it might. Maybe mock it up and see.

 

Or maybe set the ball for 1 or 2 pixels width and only enable it on every other scan line. That might look good.

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Also, I think the stairs look more like ramps than like stairs. Not sure how to make them look best.
Me neither. :ponder:

 

Maybe try ladders:

.......#####
......#####.
.....#####..
....#####...
...#####....
..#####.....
.#####......
#####.......

 

At least it wouldn't look so awfully Popeye-ish then :lol:

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Hmm... were you planning on color-striping the players? That could make use of the missiles for other screen decorations difficult.

P0 is color striped (every other line) and P1 is not.

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