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Tile Trouble

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I have been spending the last week getting Hunchy II into shape for the PhillyClassic show. I think I have the final binary (barring some possible tweaks to the tile screen), jussts is nearly finished the label, and the manual text is written and being compiled by Tony Morse. With luck, my first Atari 2600 cart game will soon be released, and I can't wait to play it!As part of the testing process for Hunchy II I unpacked my Supercharger from storage. At the same time I decided to see if PoP actually worked on the real hardware for the first time, and fortunately it does! There was a small sprite positioning problem, which I believe is due to the TIA in my weird 2600Jr, but this is now fixed.The last PoP update contained rather a few bugs, so I have attached a new version to this entry which should hopefully fix most of them. I have implemented all of the doors and switches on the first level, so it is now possible to do a complete walkthrough. The collision detection on the doors is not yet there (you need to wait for the door to open fully before approaching), but I think I know how to fix this. The other change to this version is the inclusion of the health bars at the bottom of the screen (see image below). This was done with the help of a 2x4 score routine by Thomas Jentzch. It still requires some self-modifying code to alter the bars, but this should be straightforward.post-4639-1111781202_thumb.jpgThe next challange in PoP is going to be the falling floor tiles. I don't yet have a real idea of how to do this, so any ideas will be welcome! It is easy enough to detect when the player has stepped on a falling tile, but I am not sure what to do next. The problem is that the screen is divided into rows of floor and wall segments. It is not possible to draw a floor tile in the wall region (or vice-versa), so it is not straightfoward to show the tile falling. A possible workaround would be to use the sword sprite to draw the falling tile in this region, but there would be a colour mismatch. It will also be very difficult to draw multiple falling tiles this way, and this won't work if the sword is in use at the time. As a result, I am very tempted to make these tiles into dissolving tiles. However, the are several puzzles in the original game where it is necessary for a falling tile to land on a switch to keep a door open. Any suggestions?Chris

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The SuperCharger, it's RAM, yah see?

 

Why not declare a chunk of RAM/ROM to be used as a pseudo wall segment which then you can then use as a mini bitmap frame buffer and draw the falling tile in. Or have an double height wall segment with the "falling tile" in the middle. Then you just adjust the top/bottom pointer to make the tile "fall".

 

Then you just need "tile on floor" and "tile on switch" floor bitmaps.

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The SuperCharger, it's RAM, yah see?

Why not declare a chunk of RAM/ROM to be used as a pseudo wall segment which then you can then use as a mini bitmap frame buffer and draw the falling tile in.  Or have an double height wall segment with the "falling tile" in the middle.  Then you just adjust the top/bottom pointer to make the tile "fall".

Then you just need "tile on floor" and "tile on switch" floor bitmaps.

 

Thanks for the suggestion - it might just work :sad: The walls are a different colour from the floor tiles, but it shouldn't be too noticable on a rapidly falling tile. The pointer shifting trick is already used to open and close the doors. I know that the Supercharger is all RAM, but it isn't very convenient to use and 6K doesn't seem to go very far for a game like this!

 

Chris

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Thanks for the suggestion - it might just work :sad:  The walls are a different colour from the floor tiles, but it shouldn't be too noticable on a rapidly falling tile.  The pointer shifting trick is already used to open and close the doors.  I know that the Supercharger is all RAM, but it isn't very convenient to use and 6K doesn't seem to go very far for a game like this!

 

Will the falling tiles be at the same horizontal level as the player and other objects? When they aren't, you might be able to use a missile for the falling tile and have its color be "correct". If the code didn't get too outrageous, you could have the game use a missile when a good one was available, and playfield when it wasn't.

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Will the falling tiles be at the same horizontal level as the player and other objects?  When they aren't, you might be able to use a missile for the falling tile and have its color be "correct".  If the code didn't get too outrageous, you could have the game use a missile when a good one was available, and playfield when it wasn't.

 

In the original game it is possible to knock a tile from underneath, causing it to fall on the players head. This could be treated as a special case, and the player0/missile0 sprite used, but I would have to change the kernel for this. The PF method also has problems as the wall position under a falling tile may not be empty, meaning that it is non-trivial to use wall tiles to represent falling tiles. I am still thinking about the best way to do this ...

 

Chris

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