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Posts posted by LS_Dracon
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Oh, it's 10 pixel wide, not 9 as I thought.
8 pixels suck.

Hehehe it's all we have

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Yes, in 3 frames. It's sad to waste 20 bytes (player height) because 2 dots.
I'm trying to avoid the missiles pixels to save rom btw. I think I can store all the sprites in 12 kb or less, leaving 18 kb for the game.
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Nice job dude I played the game here and liked. Just miss a reset button once you loose.
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Are you coding in assembly?
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Your contributions makes possible to think in a perfect animation port

I did a mockup testing the divisions in the floor, setting the P1 to 3 copies, it's required only 3 RESP1 during the scanline (yellow line) and there's time enough to update the PF1 in the second half screen (white line).
The unique animations that display in this area (floor area, light blue PF part) is falling and climbing, I think I can draw these animations (or the frames in this area) without missile, then we not even need to enable missile, leaving more cycles for the multiple sprite trick.
Also I've added a switch and the gap in the first floor, I think it looks good.
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I was thinking the best way to display the floor switch and the falling brick and came with this
I like the switch very much. Regarding the falling brick, maybe just two and less thick parts would look better. Or a black row in between that could add some structure to it?
The switch must to be visible, the falling bricks not (to hide passages in the ceiling). You know, landing from a jump they bonce.
I agree that looks strange a "clean" floor, but I don't know what to do.
I've tested black vertical lines (divisors) in the floor using 3 copies of p1 and strobe RESP1 many times, but it doesn't looks good.

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I did two variations of the floor and the third is with multiple sprite trick to make the division. I'm free for suggestions.
EDIT: Hey I think I find a good way!

Drawning the vertical lines only in the half part of the floor. Wich looks better, the lines in the upper half or in the bottom?
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Not so soon.
Btw I'll keep posting my progress every time I have something to show.
Finished in this weekend the prince fight sprites that match the quality of the guardian, now I need convert to binary and code the animation.
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didn't bother to read all 25 pages of the original thread, but is this the only known copy of this game? From the screen shots I've seen it almost looks like a mix between ET and Frogger? Probably wrong on that. This is an amazing find regardless.Yes, unique known copy. Btw the programmer (Steve Stack) said probably have some stuff about this game lost somewere in his house.
There is a short video about gameplay in late pages of the original thread. The game is well done actually, featuring music and the sea "closing" when you die.
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How about contact Steve Stack about the carts /source code he said probably have in his house?
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Racer, an unknow game/project from early 80's was found and reproductions was made.
BallBlazer started to be coded for the 2600 and the parallax effect looks damn good.
I did progress on Prince of Persia project, with animation demo to run on real hardware.
Nothing new on the Red Sea Crossing novel.
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2k is a challenge? Why not use 4kb?
How about use a color background? A dark luminance ($x2 or $x4). Acording Atari, game with color background sell better.

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And here is another demo, a good one

The animation of PoP intro storyboard.
Press reset to reset the anim at anytime or wait it ends.
The hourglass is missing, use your imagination
Wow, that is some exceptional animation for the 2600!Tnx. I think you will like this new demo.
My code support up to 254 frames of animation, this demo not even uses the half of it.
And the best, requires only 1 byte of ram to track the animation for each character.

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I like the speed now.
How about to increase the enemy number (NUSIZx) every new level?
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Are there enough cycles to fit in the walls?I think no. The falling bricks will be flikering player or missile.
The ball is used for display the gates.
New Anim demo : Torch and hourglass.
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Thanks for who dumped and released it.
The game is interesting because it display the vertical lines on wall bricks in a strange way.
It's uses RESBL once and after stores in a memory location, that reproduce more lines...
I think it's a new trick. I must to check the code better.
EDIT: It's just RESBL multiple times. Noting really new.
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Tnx guys, yeah, and like BD I'm trying to get the authorization from original programmer.
The last Chris demo was a working stage, now I did an working animation, althoug my code probably will not used in the final product, at least I have an idea how to implement this.
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I like the concept.
I think is better to use the road gaps with playfield like the previous demo to keep the other player for an object. In a fast speed, you will not notice the odd scrolling.
Is possible to use 2 moveable different sprites for the obstacles (Toy Shop Trouble uses 3) but it's hard as hell to code.
Electrified rail can makes the car not controlled by some time, so you need lucky to other object not come then.
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I've created a fight demo.
There's no AI, damage and block. I'll not waste much time in a code will not used in the game.
Controller the Prince using left joystick and the Guardian using the right joystick.
The prince sprites are horrible, I'll re-draw those.
Here's the keys :
Press left or right to walk
Up to block (not working)
and fire button to sword attack. If you're close enough, the opponent will get an hit.
There are bugs but don't want to fix, I'm tired to code it in the last 3 hours.
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Looks VERY good.Tnx.
I'll post my progress every time I have something new.




Anyone thirsty for some PoP?
in Homebrew Discussion
Posted
Yes, good idea, but the rom is really not a problem. The prince uses 18 bytes for each frame and twice of it for each missile table (36 bytes, one for each facing) total of 54 bytes per animation frame.
Not using missiles (the step animation uses only in 3 of 7 frames) the total amout of frame data is reduced by 2/3. I want to fit all the prince animation in one bank (4kb), let's see if I can.
Some animation such climbing, drinking a potion and falling don't need missiles I gess.
I've finished the jump animation, the biggest anim so far, 18 frames! Here is one of the most difficult frame to do, still require some fixes. The dark yellow area is the missile data.