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Possible SC Project...

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SLIGHT DIGRESSION HEREHad an idea for a SC game so I thought I'd put it up here to document it.I've thought before about making some kind of cool 4-player game, but the controllers available for 4-player games (paddles) are somewhat limiting.But then yesterday, while perusing klov.com, I saw a game (that I can no longer locate :() that inspired me.Here's a mockup:post-4852-1087837727_thumb.jpgSo, it's a side-scrolling space shooter. Old hat. Except! You can have four players all playing simultaneously, cooperatively! Well, I dunno. Sounds cool to me, anyway. :DSo, each player (the little blue men on the left) has a fixed horizontal position; each one's vertical position is controlled with a paddle.The PF at top and bottom would be a simple pseudo-scroll (like in TJ's Cave 1K).This would require the super charger since I think I would have to use big RAM strips (like the 8bits) for the player-controlled sprites and for storing the PF data. The enemy sprites would be drawn in the conventional way.Issues:All the sprites would flicker at 30 Hz. This might be a deal breaker; but I'll wait until I see it to make a judgment.The players' bullets would flicker at 15 Hz and the enemy bullets (white) would flicker at 20 Hz.Scrolling the playfield might take too long, depending on how long it takes to read/write to SC RAM. Actually, it might take too long even if it was all in zero-page RAM. :o

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Hi there!

 

After seeing supercats Missile Command variant I think a good SC project might also be Qix :)

 

As for 30Hz flicker on everything, try the Robot City Prototype for reference.

 

Greetings,

Manuel

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I like the idea, but not the 30Hz flicker (I suffer from migraines occasionally). I think you could get around it by using the SC memory. For example, if you restrict the players so that two appear in the same vertical band you could then draw them both using a single sprite. Normally this would require a large number of predefined sprites for all the possible spacings. However, on the SC you could generate the sprite dynamically in memory. If the sprite is always the same height as the screen, you wouldn't need to use skip/switchdraw to display it. The players needn't completely overlap either - you could use the left 5 pixels to display one player, and the right 5 to display another (with a 3 pixel overlap). My Jetman sprite is 5 pixels wide and would probably do the job. You could go even further and generate all four players with a single sprite by displaying a double sprite and changing the data between copies. Anyway, I'm not sure if this is entirely possible, but there are probably some other tricks using memory that could get around the problem.

 

Cheers,

Chris

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Thanks for the comments. I'm starting to think this project doesn't really need a supercharger, just a lot of ROM. Well, a supercharger could be used to make it look fancier, but it doesn't really need it for anything. But I still like the idea, so I'm going to explore it a little further.

 

Your idea of using using one player to display two sprites is a good one, cd-w; but I'm not sure if it would work. That would definitely cause it to require the SC, though :)

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Your idea of using using one player to display two sprites is a good one, cd-w; but I'm not sure if it would work.  That would definitely cause it to require the SC, though :)

 

I'm not sure if it would work either ;) However, if you are using the SC, then yout probably want to make full use of the available facilities. I will be interested to see how this one turns out.

 

Chris

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30 Hz flicker is really no big deal as long as its a high contrast from foreground to background and the background is monochrome. I used to think it mattered, but then I worked on Wolfenstein which is a hack of Venture. Venture uses 30 Hz flicker for the sprites to get 6 on the screen with limitations on horizontal overlap. On a real TV I can't see the sprites flickering.

 

Cheers!

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30 Hz flicker is really no big deal as long as its a high contrast from foreground to background and the background is monochrome.  I used to think it mattered, but then I worked on Wolfenstein which is a hack of Venture.  Venture uses 30 Hz flicker for the sprites to get 6 on the screen with limitations on horizontal overlap.  On a real TV I can't see the sprites flickering.   

 

Cheers!

Hmmm...is the non-monochrome background why Espial looks so freaking awful? I thought they were doing some kind of crazy 15 Hz flicker, because it looked so bad, but then I looked closer and saw that it's just 30 Hz.

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