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RAM Pong


76 replies to this topic

#1 Thomas Jentzsch OFFLINE  

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Posted Sun Apr 26, 2009 3:30 AM

I always wondered, if it is possible to let a "game" run from the 128 bytes of RAM. So here is my first try, a single player Pong (using paddles). Ok, there is no scoring, game over or sound, but you can play it.

And after loading it into your VCS, you can remove the cart and it still runs! :D

Working on a two player version now...

Attached Thumbnails

  • RAM_Pong__1_player_.png

Attached Files



#2 Nukey Shay ONLINE  

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Posted Sun Apr 26, 2009 7:54 AM

^ Handball

#3 PacManPlus OFFLINE  

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Posted Sun Apr 26, 2009 8:19 AM

:lol: @ Nukey


Hey Thomas - always thinking outside the box (or 'cart', in this case) :)


You always do such great work!

Edited by PacManPlus, Sun Apr 26, 2009 8:19 AM.


#4 Thomas Jentzsch OFFLINE  

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Posted Sun Apr 26, 2009 10:05 AM

Ok, 2 player Pong now.

Attached Thumbnails

  • RAM_Pong__2_player_.png

Attached Files



#5 Wickeycolumbus OFFLINE  

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Posted Sun Apr 26, 2009 10:18 AM

Very cool :thumbsup:

#6 BigO OFFLINE  

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Posted Sun Apr 26, 2009 11:02 AM

Excellent.

Now you just have to figure out something useful/cool/silly to do with the open cartridge slot. :)

#7 Emehr ONLINE  

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Posted Sun Apr 26, 2009 11:50 AM

Now you just have to figure out something useful/cool/silly to do with the open cartridge slot. :)

How about an LED display cart showing the score? lol

#8 gambler172 OFFLINE  

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Posted Sun Apr 26, 2009 12:08 PM

Hi Thomas
Great work.Do you think,this is possible for the 7800???
greetings Walter

#9 Thomas Jentzsch OFFLINE  

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Posted Sun Apr 26, 2009 12:20 PM

Do you think,this is possible for the 7800???

I can see no reason why the ROM shouldn't work for the 7800.

#10 kaishaku OFFLINE  

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Posted Sun Apr 26, 2009 2:22 PM

This. Is. Awesome.

#11 Stephen OFFLINE  

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Posted Sun Apr 26, 2009 3:51 PM

Very awesome. Didn't think you could do a game in 128 bytes!

Stephen Anderson

#12 LS_Dracon OFFLINE  

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Posted Sun Apr 26, 2009 4:57 PM

Incredible!
1 kb is too much for Mr. Jentzsch :)

Excellent.

Now you just have to figure out something useful/cool/silly to do with the open cartridge slot.


I remember Ridge Racer (the first game for psx) it's uses 1,5 of 2 mb psx ram, there's only 1 load screen for entire game and after that you can remove the CD and insert a common music cd to play during the game.
Later 2 mb of RAM was a hardware limitation for many psx games. Figure 128 bytes!

#13 Stephen OFFLINE  

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Posted Sun Apr 26, 2009 6:11 PM

Any chance of sharing the source when done?

Stephen Anderson

#14 Wickeycolumbus OFFLINE  

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Posted Sun Apr 26, 2009 6:19 PM

Any chance of sharing the source when done?

Stephen Anderson


I would also be interested :)

#15 roland p OFFLINE  

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Posted Mon Apr 27, 2009 2:01 AM

Maybe the copy to RAM method could also be useful to test new cartridge designs?

#16 Devin OFFLINE  

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Posted Mon Apr 27, 2009 8:42 AM

Impressive!

#17 potatohead OFFLINE  

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Posted Mon Apr 27, 2009 8:50 AM

Awesome.

Seriously awesome.

#18 Zach OFFLINE  

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Posted Mon Apr 27, 2009 10:42 AM

You rock, Thomas! Can't wait to play this on an Atari with an empty slot.

#19 vdub_bobby OFFLINE  

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Posted Mon Apr 27, 2009 12:33 PM

:thumbsup:

Now add scoring. :D

And, at least in Stella, the pic isn't completely stable; seems to jump a line or two when the ball hits the walls.

#20 cd-w OFFLINE  

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Posted Mon Apr 27, 2009 1:32 PM

And, at least in Stella, the pic isn't completely stable; seems to jump a line or two when the ball hits the walls.


This happened for me also until I selected the paddle controllers.

Chris

#21 Thomas Jentzsch OFFLINE  

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Posted Mon Apr 27, 2009 2:45 PM

Another version, now with sound! Parameters are copied from Video Olympics, I hope it sounds ok.

And source code... :)

Attached Files


Edited by Thomas Jentzsch, Mon Apr 27, 2009 2:46 PM.


#22 BigO OFFLINE  

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Posted Mon Apr 27, 2009 3:01 PM

Wow. I'd suggest an Ultraminigame competition except there probably wouldn't be much competition.

#23 ppcasm OFFLINE  

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Posted Tue Apr 28, 2009 8:21 AM

That is pretty impressive.

#24 Thomas Jentzsch OFFLINE  

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Posted Tue Apr 28, 2009 9:07 AM

Many thanks for all the compliments.

What feature do you think is missing most? And what could go for it?

Remember, we are talking about a VERY few bytes here, so no title screen, sound track, not even scoring! ;)

#25 BigO OFFLINE  

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Posted Tue Apr 28, 2009 10:18 AM

Many thanks for all the compliments.

What feature do you think is missing most? And what could go for it?

Remember, we are talking about a VERY few bytes here, so no title screen, sound track, not even scoring! ;)

Aw, c'mon, you can do scoring. You da man! :)

Just brainstorming here, maybe you can translate into something reasonable...

I realize the overhead of maintaining, interpreting for display and actually displaying the score is astronomical when you only have 128 bytes to work in, but thought I'd offer this concept anyway, cuz if anybody can make it happen, it's TJ:
:ponder: Any chance of doing scoring without numeric readout? Like a progress bar. If that's possible, it could progress toward the center line as a visual reference to make it easier to see who's ahead (bar has extended closer to center line). With one byte, you could store 0 to 15 for two players. Use a winning score of 7 and you'll have two entire bits left over to use for soundtrack processing! :)

:ponder: Multi-ball play?

:ponder: Difficulty settings? (Bigger/smaller paddle)

:ponder: English? (May be there. I haven't played it yet.)

:ponder: A silly concept: Combine a scoring indicator with difficulty setting? As a player's score increases, the size of their paddle decreases. It would be an odd twist on the game that might make for some more even matches.

Edited by BigO, Tue Apr 28, 2009 10:42 AM.





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