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The Southsider

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Sliding Doors


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Just a quick update on my PoP project:In my last entry I outlined a complex scheme for implementing the doors and switches. After a weekend of programming I have now implemented the doors part (see attached) and it appears to work. I have also coded most of the switches part, but it isn't linked to the collision detection yet. The attached code shows two doors being animated. The cool part is that if you go off the screen to the left or right then you see the same doors moving. The next part is to link these doors up to the switches, and then we will really be getting somewhere!I am starting to get a bit concerned that the game will be too similar to the original, and this is going to cause copyright and/or licensing issues down the road. I had originally assumed that the limitations of the 2600 would result in a rather different game, but it is increasingly clear that the game is going to closely resemble the original. I am planning to change the name (to something like Sultan of Syria), but this probably won't be enough. If anyone has any suggestions of experience in this area, then I would be interested to know. I don't want to end up in a situation where the game cannot actually be released!Chris

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Looking good! This is going to be the most incredible 2600 game next to Thrust!

 

Thanks, though it won't be a true 2600 project as it now requires more than the standard 128bytes of RAM :sad: I am hoping there won't be any showstoppers as things are already getting a bit tight for cycles and memory. The main things remaining now are the fight scenes and falling tiles. However, I haven't yet implemented all of the lookup tables that you suggested (just the one for rows), so it will certainly be possible to improve things further.

 

Chris

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Looking good! This is going to be the most incredible 2600 game next to Thrust!

 

Thanks, though it won't be a true 2600 project as it now requires more than the standard 128bytes of RAM :x

Umm...is Dig-Dug not a true 2600 game? What about Stargate, Millipede, Crystal Castles, Jr. Pac-Man, Burgertime...? Tunnel Runner?

 

What about Pitfall II?

 

Are 7800 games with a Pokey not real 7800 games?

 

:sad:

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Umm...is Dig-Dug not a true 2600 game?  What about Stargate, Millipede, Crystal Castles, Jr. Pac-Man, Burgertime...?  Tunnel Runner?

What about Pitfall II?

Are 7800 games with a Pokey not real 7800 games?

:sad:

 

You will note my use of a :x to show that I wasn't being entirely serious! I just mean that Thrus+ is more of an achievement (IMO) because it sticks to a tighter set of constraints. I guess I will also be happier once there is a way to release RAM-expanded games on a real cart, but (as I'm sure you already know) this looks like it is going to happen very soon now.

 

Chris

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You will note my use of a :sad: to show that I wasn't being entirely serious!  I just mean that Thrus+ is more of an achievement (IMO) because it sticks to a tighter set of constraints.  I guess I will also be happier once there is a way to release RAM-expanded games on a real cart, but (as I'm sure you already know) this looks like it is going to happen very soon now.

 

I'm currently working on rev 2 of the board. Will add two software-controlled blinkenlights if I figure out where best to put them. Don't know if they'll be installed in all the boards or if I'll leave the space open to allow customization of color (as well as cost-saving for any boards that are going in opaque housings).

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I'm currently working on rev 2 of the board.  Will add two software-controlled blinkenlights if I figure out where best to put them.  Don't know if they'll be installed in all the boards or if I'll leave the space open to allow customization of color (as well as cost-saving for any boards that are going in opaque housings).

 

Great - I'm really looking forward to programming for this. Is the Rev2 board going to be significantly different from the current spec, or are you just tidying things up? The blinkenlights idea is definitely very cool!

 

Chris

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