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Heaven/TQA

Game PANG for A8?

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Maybe it fits in 64K ?

 

Really, it's the sort of game where you don't mind it loading from disk between levels (you appreciate the break). Used to play it a fair bit on Amiga, can't remember if it did staged loading.

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Yeah - I think the Amiga did too. If only I had room to have my A1200 set up at the same time as my XL :(

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Just catching up whilst away... wow :) top work .. Gameplay looks good and Excellent backdrops from Powrooz.

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I'm afraid it doesn't fit 64K, even 128K :(

Hopefully at least another Corina game?

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rather software sprites engine that needs that ram for every possible shift to get job done in time

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Yeah - looking at that footage I would certainly buy a cart release of it.

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I got their answers:

 

TeBe: "I didn't write "Pang" code for Corina and I'm not going to rewrite it for Corina."

Nosty: "I wish to have Corina cartridge first, before I start pushing next people to write games for Corina. However, I can talk to TeBe about."

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The game really looks good and the speed seems well also.

The music is no spot to blame...

But do you guys think that the FX fit well?

Particular when the arrow(?) is shot, the sound destroys the athmospheric part of the overall sound....

some "boomsweeeeeshhh" wouldfit better there :ponder:

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Absolutely brilliant guys!

 

Did I understand right that software sprite masking is done by using tables with precalculated values for all possible combinations of overlapping?

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Fantastic! go on and finish this amazing game! I like the graphics and engine, that seems to be very fast.

 

lizard

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Did I understand right that software sprite masking is done by using tables with precalculated values for all possible combinations of overlapping?

 

Why should they?

I guess, all sized of the balls are stored in the memory just for copying them ... Probably some routine is creates that only copys the borders of the balls/bubbles bitwise. Full bytes could be set by simple lda sta then...

 

CPU wise, the ATARI should handle it easily.

Seeing the logics that the big balls are always rare and the manifold small balls need less cpu cycles to handle...

 

Look at Space Harrier. It handles "10 times" more and much bigger moving objects.. and it does digital speech while screen content is moving.

 

And, if those games need more than 64K, who cares? The Atari was built for using cartridges and they always could have a ROM expansion with stored object content for "Sprite" masking...

The really silly thing is that it wasn't used that way back in the 80s.

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- preshifted sprite data for all 4 positions

- separates routines to draw the sprite data a la lda screen, and #mask, ora #spritedata, sta screen... for all sprite needs memory...

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- preshifted sprite data for all 4 positions

- separates routines to draw the sprite data a la lda screen, and #mask, ora #spritedata, sta screen... for all sprite needs memory...

Heaven have right

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tebe... for all 40 collums or do you do

 

lda screen,x

and #mask_pixel_xpos

ora #spritedata

sta screen,x

lda #spritedata+1

sta screen+1,x

...

 

?

 

or do you use the indirect method

 

lda (screen),y

and #mask

ora #sprite_data

sta (screen),y

 

??

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indirect, asm program generated by PC with optymization

	lda (ln24),y
and #$C0
ora #$20
sta (ln24),y
lda (ln25),y
and #$C0
ora #$20
sta (ln25),y
lda (ln26),y
and #$C0
ora #$20
sta (ln26),y
...
...
lda #$81
sta (ln20),y
lda #$85
sta (ln16),y
sta (ln17),y
sta (ln18),y
sta (ln19),y

Edited by tebe

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I once considered a method which only did horizontal movement that had all possible combinations catered for (prestored over background data).

The memory usage is just too huge. Plus it won't handle adjacent or overlapping soft-sprites.

 

But, the direct load/mask/store method... could make for some interesting games if a huge ROM size was used.

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thx Tebe... that's how I thought it, too...

 

drawing the inner parts of the bubbles esp the big ones you don't need the masking and you can draw faster.

 

how many objects can you handle?

 

is the code based on the c64 one?

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max 32 smallest ball (or 2 biggest ball), 1 big ball = 16 small ball

 

i don't use C64 code

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