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bjonte

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Posts posted by bjonte

  1. On 10/17/2022 at 11:19 PM, Casey said:

    Downloaded and played V1.3 also - I do think the average person would be surprised if they saw this game to know the VIC-20 doesn't have hardware sprites, because the animation is so smooth.

    Yes, you can be fooled. It also makes it harder to convince anyone that it's harder to do a VIC20 version than a C64 version for this reason.

     

    Quote

    One minor bug I've noticed.  If the character dies because they blew up dynamite too close to them, or they hit a magma flow, and there is an enemy further away (a bat as an example) - the enemy goes away when the player is respawned.  That's the only thing I've noticed while playing.  

    It's by design and this is how the original works as well. All dangers in the same vertical section as the hero will disappear when he dies to avoid the possibility of death on respawn. A typical scenario could be that the hero drowns in water and respawns where there's an enemy.

  2. 4 hours ago, Casey said:

    It's an excellent port, and a great example of what the VIC 20 is capable of when programmed by someone willing to take the time to let the VIC shine.  The animation is very smooth.  This was one of my favorite games for the 64 back in the day - it's great to see it just as playable on the VIC 20.

    Thanks! I played it mostly on the C64 as well. A very good game, even if it's hard.

  3. 6 hours ago, cvga said:

    Wow! Looks amazing!!

     

    Question: Can walls be destroyed with the microlaser beam in the Atari 2600 version also? If so, I never knew that!

    Thanks! Yes, the microlaser can remove walls on the Atari 2600 version as well. I didn't know it either when I started this conversion. It looks a bit different. Half of the wall is removed horizontally as the first step and then it disappears. It's not used very often but can be handy sometimes. I found a bug regarding that in the 2600 version. If you stop shooting and start again it may be ineffective so you can end up shooting forever without anything happening. If you stop and start again it may start taking damage again.

    • Like 1
  4. 7 hours ago, Chris+++ said:

     

    Since the VIC-20 doesn't allow for hardware sprites, are the characters, background, etc. in graphically intense games like this all the results of redefining the default character set?

     

    Yes, it is. If the screen size is reduced a bit all characters fit on the screen and will effectively become a bitmap.

    • Like 1
  5. esc = run....& then nothing. 
    I cannot get a game to play.


    It’s a bit unclear how far you get. Is carlsson correct in that the game starts but you are unable to progress past an initial screen waiting for joystick input?

    VICE has swap joystick ports mapped to alt+J on Linux. I’m guessing something similar on the Mac.
  6. I suppose you don't touch address 0 and 1 since those are I/O ports? Otherwise I think if you disable the ROM Kernel, you might have rest of the zeropage for yourself. Someone like [mention=50625]bjonte[/mention] probably can chime in at a later occasion, as he's well versed in C64 programming.

    I’m note sure I understand the problem here. As carlsson says, the kernal shouldn’t need to be used when running a game like this without any disk loading. Kernal interrupts should be turned off. Atari 2600 har RAM from $80-$ff I think, so 2-$7f should be available for other uses during emulation.
    • Like 1
  7. The question is what the test is really testing. Since the machine can’t hear the SID it can only look at the input it has - paddles and the waveform/envelope output registers. So either paddles aren’t working or reading the waveform output isn’t working properly. Try paddles on it or a program that auto detects the SID type. Either of those might be failing.

  8. I think developers will avoid REU requirements simply because it cuts the user base and will mean less cheering after the release. On the other hand I believe most developers are struggling to get games to work on NTSC with the higher frame rate. Going the Sam’s Journey route and require it for NTSC is an interesting approach that I think we will see more of. It cuts a smaller part of the user base and helps ship the game with less effort.

    • Like 3
  9. I think we're currently aiming for a multiple choice text adventure, similar to those choose your adventure-books.

    Ok, I see. Then I guess the amount of text would be the limit. If there will be a lot, the C128 seems like the best choice. You could start there and port it to plus/4 in case it fits later on. Multi load is an option.
  10. Ah, *that* Bioshock. It got me quite confused because the original question didn’t mention in any way how the game should be simplified, reimagined and cut down in order to be made possible on an 8-bit platform. The answer is ”no” unless you make a different game that is only inspired by the original.

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