-
Content Count
1,002 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Member Map
Forums
Blogs
Gallery
Calendar
Store
Everything posted by LS_Dracon
-
detailed missle sprite drawing trick, anyone?
LS_Dracon replied to grafixbmp's topic in Atari 2600 Programming
Yes, it's possible. The most impressive 1 bit sprite is the "dive man" from seaquest. If I'm not wrong, he is draw using "Ball" object. The bad part is using HMOVE in every scanline, the black line in left will turn in a black colum. You can remove this line, but require some techniques. And the sprite drawing will waste too much cicles, at least 5 for change the pixel wide + 5 for change the position + 5 for enable/disable (there a faster way, the combat trick). Plus 5 for color change and more cicles for vertical position, if needed. Basic : lda Spritesize,x ;(If missile, using NUSIZ0 or NUSIZ1, if ball using CTRLPF) sta NUMSIZ0 ;(lets use missile 0) lda MoveLines,x ;(HMM0, HMM1, HMBL values) sta HMM0 ;Set in missile 0 lda EnableBit,x ;Enable/disable lines) sta ENAM0 ; Set in missile 0 X or you can use Y hadle a byte table, every table change the values, ex: EnableBit ;<- This set the enable/disable the missile .byte #%00000010 .byte #%00000010 .byte #%00000000 .byte #%00000010 .byte #%00000010 .byte #%00000010 .byte #%00000010 you have this sprite : # # # # # # Changing the size and position : ...## ...## .#### ....# ....# .#### Edit : Michael post while I was writing this reply. -
I'll be glad Nognir, let me know when the review is done
-
Thank you Weston, the sound fx is my weakness, but I hope people get fun playing this game. The manual and cart looks better than I was figured. PM sent Mark. Edit : Here's a new video, for you watch the evolution of this game. Bee-Ball Final Video
-
Thanks people. Bee-Ball is my first game, uses 4 kb, and I try to do my best in this limited rom space. Nathan Strum help me alot in manual, not to mention Albert, who will produce this game. I hope you enjoy
-
Ok another update : - AI fixes - Net is 2 lines lower - 100% of rom space used. People, as no more rom space, the game is finished! Sorry to not use all of ideas posted here, I'm novice programmer, and don't have a good skill to explore at maximun the 2600. Originally this game was to be single player, with no button use. Entire game was re-coded 2 times, and every single code (movement, collisions, button moves, animations, ball, kernal, AI etc...) was rewrite at least 3 times! 90% Of codes in this game I never use before, the true only sprite draw and a bit of animation I already had study. The fractional movement, 48 bit sprites, repositioning multiple objects, music, AI etc... is completly new for me. I need say thanks for everyone who tested this game, and give-me feedbacks. Thanks to Albert, Nathan Strum, SpiceWare, Impaler_26, BlackJack, rheffera, Alex_79, R-Type2600, Cybergoth, espire8 and all people from Atari Age forum Special thanks to Michael (SeaGTGruff) he post nothing in this topic, but help-me in the first bug I fond, in prototipe version. This game I started to code in Dez/06 so 1 year working on it, I need some days of vacation Just for curiosity, in fist post I told this game was created by one friend. He create the main game concept (that is, bee using raquets). This port to Atari 2600 is very different, in original the bee don't use button, you can't do a stroke or block. Don't have a Bee Judge serving balls and other things. But the interesting, this friend create this concept based in a mosquito character I create in 2003. I draw some sprites and he use some elements in his game. I don't have the original game anymore, I lost it, but I found a SnapShot, see the image below. Bee_Ball_NTSC_7.0.bin Bee_Ball_PAL_7.0.bin
-
Mr. Ferraz, I'm study about PAL-M system. I think in China and Thailand uses this system too. Its not PAL running at 60 Mhz (NTSC Speed) and yes Ntsc speed and resolution with PAL colors. This means all Ntsc carts work perfect in Brazil, the TIA change all 128 colors information to PAL format. I don't know the reason, maybe becouse Atari not release Pal-M system at same time of Ntsc and PAL, and Pal-M system start to be sold in 80/81, too late, but the creators had better knowledgement of PAL TV colors information. This means is possible create a PAL game using 128 colors, but only run in PAL tv and in 2600 Pal-M system. Don't have "Pal-M carts". All carts in Brazil are pure NTSC, obviously, we call Pal-M carts becouse it's had potuguese labels and manuals, internally is NTSC. Pal-M naturally not run PAL carts, only if your TV support switch to PAL image. O Atari 2600 suporta 128 cores na tela, mas no sistema PAL europeu só são mostradas 64.
-
Tanks for help, Nathan. -Incremented by 1 pixel the head butt tolerance. -Fixed the block code, I need work in it more, becouse now is the upper area the problem... -Title screen in PAL version get a downgrade, sadly, I need use that bytes for AI.
-
And here's the new roms. Fixed (I hope) this raquet bug. If you find bugs, please let me know
-
It's easy port to SECAM, if you have a PAL version, as stella programming guide say, both had same screen format, just needed change the colors. I don't know about colors limitations, but secam had a good looking black and white image... If it's intentional, secam consoles give priority to B/W televisions, maybe make sence in end of 70's.
-
Just for fun, here's the SECAM version. SECAM uses only 8 (primary and secondary) colors, emulators will think it's PAL (the true, it is) you need change manually the pallete in emulator, or the game will look black and white. In Z26 looks good, in Stella happens a strange glitch (screen flicker) I don't know the reason for that, maybe is my code. The colors... ;_; BeeBall_SECAM_6.4.bin
-
New version. I'm work a lot in AI, but the stupid opponent still losing balls. I'm tired to coding this AI, it's frustrating... This version still with AI holes, but there new codes to avoid this. Don't forget the multiplayer game, play against one friend, this game will be more fun.
-
Tnx Nathan. I watch the video, this AI problem must to be fixed. Tnx for testing Rheffera. Just for curiosity, are your television PAL 60? And about a cart... I don't know
-
Tnx. It's intentional. If ball touches the raquet, a timer start to do this. The bal bouncing 3 or 4 times and fall, this avoid player stuck and force you to move the bee. Tap up and the time restart, at anytime. And about roll screen... I made some fixes today. New version released! - Screen jump bug fixed! - I hope the "raquet lost" bug was fixed too (left bee lost the raquet, and this stuck in the air, weird) - Well the roll screen bug was already mentioned by Nathan, I not fixed this yet, but I figure for what reason this happen. I made a small fix, still rolling but less perceptible I think, since this not happen in emulators. This is the last bug to be fixed, I hope
-
Nice stuff Mr. Ferraz Interesting.... The "hunter" had a mickey mouse clock
-
Golden, I made tests about player speed, and this current speed is best that I've found. In real hardware and using atari controllers, is more hard to controller the bees, and a slow start speed shoud be fine. Here's Nevermind the bug in score graphics.
-
This is a graphic error, I try to avoid AI stuck, and this turn in new bugs. Fixed now. Man, this bugs happen 1 time with me... And becouse it's rare to happen, is very hard to fix! The problem is AI try to do block and stroke at same time, and this send wrong information to raquet position. I will deserve special attention in this bug. Tnx Mord This version is a fix for graphic bug only.
-
Tnx for testing rheffera I hope soon I can test in real hardware too Here's new version. It's AI update, the unique way I found to fix that bug mentioned by Nathan is disable Stroke movement, in ball served by bee judge. You need touch the ball at first, to do stroke, but this time is enought to respositioning opponent player, to try blocking. And in overall, AI is more competitive. Still easy, but more challenging. I not fix the screen jump bug yet. ... Damn... I forgot the pal version
-
Me too, I win by perfect every match. This "new" AI is close to older one, the problem is serve rule. I can't change someting in grafic to enable-disable serve rule, so it's mandatory. Maybe adding someting in score... I don't know. Let's keep this for now. These AI problems happens in previous demos too. I can fix it. The true today I've worked a bit in AI, and now the perfect score isn't easy do to. Tnx for suggestions Mord. I'm still working a lot in AI. All problems I know and I'm trying to fix. For sure Expire! Great PF you've done. Man I waste much time draw mine version, I'll be sad to trash it out. I have one sollution, add one for single play and other for multiplayer, to looks like a different stages/backgrounds. But I have few bytes to use, I don't know if this can be possible. But tnx for your help. People, now you think this game is easy, and it's good! Who played the first demo, remember to control a bee is hardest than drive a truck. The question now isn't only an easy AI, and yes you play better this game. I'll add more gravity speed for ball, this not fix the AI, but turn the game a bit difficult.
-
Hi people. New version avaliable, and I think it's final version! - Added serve rules (like in old volleyball rules). You need serve ball to score a point. See the pointer in score. - Added title screen music (Sorry Nathan, it's best I can do) - Changed options menu fonts - Codes optimizations - Revised all game speeds (player movement and ball gravity) - Finally, new AI code (but not means better AI code, still the basic) - Fixed many (I hope all) bugs in net collision - Added ball graphic trick - And others things. 1 - The PAL version is a little slow, but not affect the game play. 2 - All speeds are slow, compared previous demos, more easy to play. 2 - There is a bug when screen freeze by match over, screen jump 1 pixel, I'll fix it soon. 3 - Since I have no ROM space, this is the final version. I have 20 bytes free, and keep them to fix possible bugs. If you find bugs (except in screen freeze) please, tell me. Enjoy BeeBall_PAL_6.0.bin
-
In "Riddle of the Sphinx", you find a good scorpion sprite.
-
Besides working properly, would it also be at least 6 bytes shorter You spoke the MACRO code right? I'm using this code now. I'm working in probably the final version, with new AI code, and finishing others things (the ball graphic trick is working again).
-
New way for repositioning (all 5 objects in 1-shared code)
LS_Dracon replied to LS_Dracon's topic in Atari 2600 Programming
I think X was used to waste 1 cicle. Tnx for sharing this optimized code -
Finnaly. The bug was in vertical blank innit : lda #2 sta VSYNC sta WSYNC sta WSYNC sta WSYNC ..... And now : lda #2 sta WSYNC <- Fixed sta VSYNC sta WSYNC sta WSYNC sta WSYNC ...
-
Thats funny. Sr Ferraz and Rom Hunter, I think Dodge'Em by Polyvox can be promoted as the first brazilian holly grail! =) And about Gradiente buy Polyvox, it's explain why Gradiente had plans to release Atari 7800 in Brazil, but at last minute, them change the plans and release Phantom System, a NES clone, in 87 or 88, but build in 7800 shape :
-
This is strange. The game has solid 312 scanlines. I see the scanline counter in Z26 says 312 every time, but I'll dispend more time in it. The jump happens in title screen too? If no I can figure what's the problem. I make small changes in VSYNC, maybe this fix the jump glitch. Fixed the white ball too. This version isn't a update, artificial inteligence still bad.
