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Squish 'Em Update


vdub_bobby

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RETURN OF SQUISH 'EM! I haven't forgotten or dropped this project! Here's the latest code and binary.

blogentry-6060-1193690347_thumb.png

Where I'm at:

-Kernel is mostly there, just needs a few things here and there and some tightening up. I think I introduced a page-crossing error last night which is why the "enemy" graphics are messed up a little.

-Converted all graphics to data. Discovered something interesting in the process: all enemy/item animation is done by flipping the reflection register. Very nice! It's also used for the player animation as well.

 

To do:

Everything else. Main goal right now is getting a sort-of playable binary working; at that point I'll start a thread up in the homebrew forum and continue all development discussion/news there.

 

Immediate to-dos:

--get scrolling working.

--Rewrite kernel slightly so it can use enemy graphics.

--Get score display working

--get correct movement scheme in for player

--add movement routines for enemies

--randomly generate building to climb

 

I'm worried about:

-Getting the music/SFX to sound right.

-The player seeing the brick. It might blend in with the backgrounds too much, since it shares a color.

 

Big goal: have final binary by December 1 2007....okay, stop laughing. :ponder:

No, seriously, that's my goal. I'm...cautiously...optimistic about that deadline, but we'll see. I hope to have a shiny, labelled copy wrapped and under the Christmas tree for my oldest son to open on December 25th. We'll see if I can do it. :lol:

 

EDIT: Here's a screenshot of the original A800 game, for comparison purposes:

blogentry-6060-1193693317_thumb.png

11 Comments


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Now I remember this one... the Atari 800 version looks like it was made for the 2600. I wonder if the code existed somewhere for that...

 

I haven't played it a lot, but it looks completely doable. Are you planning to do an exact port, or will you have to leave some stuff out?

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Now I remember this one... the Atari 800 version looks like it was made for the 2600. I wonder if the code existed somewhere for that...

I kind of think that they had the same guy writing the code for the A800 and the 2600 ports at the same time - and then the 2600 version got cancelled when it was mostly done. It conforms too exactly to 2600 specs. If you look at the C64 port, it looks much better, and there's no reason that the A800 version couldn't look just as good.

But anyway...

I haven't played it a lot, but it looks completely doable. Are you planning to do an exact port, or will you have to leave some stuff out?

As exact as I can get. The main differences, so far: the falling brick won't look the same. The "brick" pattern on the side walls won't be there. The girder color changes may or may not make it in. It doesn't look very good with the entire girder section the same color (like in the screenshot) but I don't know if the color changes will fit. But the enemies, player, and basic playfield structure will all be the same.

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-The player seeing the brick. It might blend in with the backgrounds too much, since it shares a color.

 

I'd suggest striping the vertical segments. That would make the brick stand out a lot more.

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-The player seeing the brick. It might blend in with the backgrounds too much, since it shares a color.

 

I'd suggest striping the vertical segments. That would make the brick stand out a lot more.

Good idea - hadn't thought of that. Though maybe striping the brick would look better.

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-Getting the music/SFX to sound right.

 

Too bad that there's no SID file available, else I could try to rip everything from the C64.

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I thought about trying to partially disassemble the A800 code to get the sound data - it probably would translate fairly well. But I think that would take too long for me to do.

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