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Archon is possible.

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EDIT 09/29/05: The ideas and mockup in this post have been made obsolete by recent developments. Supercat has produced a new demo, and I have designed an alternate board. See this thread for details.Many people have thought about how to port Archon to the VCS, but they worked with the classic design of three colors for squares and two colors for sprites. That is too many colors for the VCS unless you settle for flickering or Venetian blinds.With a little flexibility though, a good board is possible. It turns out that because both sides have different characters, the sprites' colors really do not matter. Each piece is identifiable by its shape alone. Instead the sprite can show color of the square where it sits, hence the following mockup:post-4835-1090383872_thumb.jpgThis design follows from my 9x9 Go board. It is based on an asymmetrical playfield with color changes. The experienced programmer may wonder how to manage 3 colors and a changing playfield when there are only three registers available. Notice though that for each line, there is one color that only appears twice. Those sprites can be drawn with player graphics.The trick will be to load the playfield data, player graphics, and make the necessary number of color changes all in time. It is at least possible with extended RAM. (Supercharger?)Of course, I have drawn only half the board, but it should be enough to convey the idea. The sprites are 3x15, so the graphics did have to be simplified. I also drew the mockup at 90° from the original layout just for the proof of concept.

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Clever thinking! I like this idea but this does make the game harder to learn/play, since you are forcing the players to memorize all the pieces right from the get-go, since there is no color-cue as to which piece is which.

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Clever thinking!  I like this idea but this does make the game harder to learn/play, since you are forcing the players to memorize all the pieces right from the get-go, since there is no color-cue as to which piece is which.

Thanks Bob. The pieces I've drawn so far are:

 

Top Row

  • Valkyrie (spear)
  • Golem
  • Unicorn
  • Djinni
  • Wizard (wand)
  • Phoenix

Bottom Row

  • Archer (bow)
  • Knight (sword)

As for learning the pieces, the original game names all of them at setup, and identifies each piece as the cursor moves over them. I had forgotten about this until I looked at some screenshots over here. Of course the 48 pixel sprite will come in handy here.

 

(It is well known that the Phoenix is a legendary bird that ignites itself and is reborn from the ashes, but few people realize that the bird is in fact a duck. Just kidding, I admit the sprites could use some improvement.)

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I've just formulated an Archon kernel which requires extra RAM (actually quite a bit of it) but accommodates either 8x12 characters (with Venetian-blinds flickering) or 8x6 (blinds only, no flicker). I posted a demo in the Homebrew forum; if anyone wants to give me some sprite shapes in the proper dimensions I could put them in. The board is set up with black on the bottom and white on the top.

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Yeah, I've been looking at supercat's kernel, and it's very close to the original design. The advantage of higher resolution sprites and recreating the original appearance outweighs the disadvantage of flickering.

 

@supercat, you can get screenshots from the link above, That'll give you the sprite data.

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Yeah, I've been looking at supercat's kernel, and it's very close to the original design. The advantage of higher resolution sprites and recreating the original appearance outweighs the disadvantage of flickering.

 

@supercat, you can get screenshots from the link above, That'll give you the sprite data.

 

I'm not enough of an artist to render all those things in 8x12 and 8x6 resolution (it would probably be best to allow players to select lores or flicker mode).

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I'm not enough of an artist to render all those things in 8x12 and 8x6 resolution (it would probably be best to allow players to select lores or flicker mode).

 

Can you extend your sprites to 8x14? That is the size of the characters in the C64 screenshots. For smaller sprites, I agree that it would take an artist.

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Can you extend your sprites to 8x14? That is the size of the characters in the C64 screenshots. For smaller sprites, I agree that it would take an artist.

 

Sure. I updated the sprites to borrow the original graphics. The original game had light/dark at the left and right sides of the board rather than top and bottom, though, so the sprites should still be redone. But this gives proof-of-concept anyway.

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Can you extend your sprites to 8x14? That is the size of the characters in the C64 screenshots. For smaller sprites, I agree that it would take an artist.

 

Sure. I updated the sprites to borrow the original graphics. The original game had light/dark at the left and right sides of the board rather than top and bottom, though, so the sprites should still be redone. But this gives proof-of-concept anyway.

 

Again, nice job. If your kernel can handle an asymmetrical playfield, why move the sprites to top and bottom? I might be missing something, but I'm not sure what you would need with extra cycles if you can already display the board?

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