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Game port prospect: Acorn Electron's Gunsmoke.

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8 hours ago, Asmusr said:

Is that the same game?

I just went and watched a full long-play of the arcade.  I thought parhaps the home computer versions in the FP were like a bonus stage of the arcade or official ports, but apparently the entire Gun.smoke arcade game is a scroller and not the same, cleverly indicated by the lack of the "." in the Acorn and BBC games.

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This game is similar, for the concept, to the arcade versions of Sunset Riders (Konami) and Blood Bros.

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On 5/31/2021 at 6:12 PM, whoami999ster said:

Is it just me or does this game need to be re-configured for the TI-99 way of doing things?

By that I mean don't use a bit map image but create sets of re-useable characters for the bricks and the windows and the weeds etc. and draw the image that way.

Yes the screen will look slightly different but it will be recognizable.

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Posted (edited)

I also think that a re-draw of it to make it fit the TI is the way to go. A little planning, and it should be more or less the same.

From this test... 4 box wide houses, it should work great. So there should be space to make the houses. Maybe make all the same roof. And in that way save on CHAR. Also make a Standard window, that is 10 CHAR the same or 2 different windows. Maybe the text could be plain text. That should save even more CHAR. Every house should be able to have a separate color.



 

Gunsmoke.png

Edited by oddemann
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10 hours ago, oddemann said:

I also think that a re-draw of it to make it fit the TI is the way to go. A little planning, and it should be more or less the same.

From this test... 4 box wide houses, it should work great. So there should be space to make the houses. Maybe make all the same roof. And in that way save on CHAR. Also make a Standard window, that is 10 CHAR the same or 2 different windows. Maybe the text could be plain text. That should save even more CHAR. Every house should be able to have a separate color.



 

Gunsmoke.png

GREAT! Thank a lot ... actually I'm alredy short with charaters only for the sherif sprite... I'm still working on movment right and left and optimize performance because  ... it takes time really ... very soon (hpefully) I will release here a very draft version of the pgm. with only the sprite movement ... and hopefully someone will provide some hints and suggestion... 

Again thaks a lot for your valuable scenario ... I like it! .... I really don't know where to store it ... in total how many chars are the complete background ? just to have an idea for reducing the sprites definition   

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50 minutes ago, whoami999ster said:

GREAT! Thank a lot ... actually I'm alredy short with charaters only for the sherif sprite... I'm still working on movment right and left and optimize performance because  ... it takes time really ... very soon (hpefully) I will release here a very draft version of the pgm. with only the sprite movement ... and hopefully someone will provide some hints and suggestion... 

Again thaks a lot for your valuable scenario ... I like it! .... I really don't know where to store it ... in total how many chars are the complete background ? just to have an idea for reducing the sprites definition   

How many characters do you need? You might have problems with standard XB. There are 112 patterns available and the buildings shown above are already using 64 patterns. But remember that XB256 lets you use all 256 patterns plus 112 patterns for sprites. Seems like that would be plenty, but I don't know anything about the game you are trying to port.

 

Certain characters such as "N" are tough to do with a width of 3 pixels. The font below is about as good as you can do.

THREEPIXEL.thumb.JPG.5900c2002ac25b54b90584586d624324.JPG

The N in "saloon" should be changed from "L"

 

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58 minutes ago, senior_falcon said:

How many characters do you need? You might have problems with standard XB. There are 112 patterns available and the buildings shown above are already using 64 patterns. But remember that XB256 lets you use all 256 patterns plus 112 patterns for sprites. Seems like that would be plenty, but I don't know anything about the game you are trying to port.

 

Certain characters such as "N" are tough to do with a width of 3 pixels. The font below is about as good as you can do.

THREEPIXEL.thumb.JPG.5900c2002ac25b54b90584586d624324.JPG

The N in "saloon" should be changed from "L"

 

that's a nice news ! I didn't know about XB246 and the possibility of all those character set availibility ... because now I'm working on reducing the charset usage saving chars for the background ...  man at work ;)

PS. The game it is exactly the one in this thread..Gunsmoke for BCC

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OK, made all the houses and some more. Tried to make it all as similar as possible. Made it all fit the Screen with 2 boxes from house to house. Will "fill" the screen. All with Hex data!

Windows could be made as a separate part and then paste it on top of the house to make "more" colors?

Saloon Hotel.png

Sheriff and bady.png

Stall.png

Store.png

Saloon and Hotel Hex data.txt Sheriff and bady in the right posision w variation.txt Sheriff Hex data.txt Stall Hex data.txt Store Hex data.txt

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I found this image that looks like a pixel accurate screenshot from Acorn Electron. There are only 4 colors in the entire image.

 661774444_Gunsmoke-002(2).png.776061220fa5ca63826ea89e75d5a082.png

But when I tried to import it into Magallan I could see that the import was broken in version 4.1.0, so I have fixed it and uploaded 4.1.1 to https://magellan.js99er.net

So after fixing the bug the image can be imported, but it still uses 344 characters, which is quite a lot for a relatively simple image. With some careful hand coding of the characters I think that could be reduced a lot.

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As Ringo Starr sang : with a little help from my friends ... 

In attachment the prj ... then I exported the for XB256 ... but running the test pgm. the result is different from what expected ... Please someone could give an hit... any suggestion?

 

thanks a lot in advance for your help and patience

 

 

Magellan_GunsmokeXB256.png

GunsmokeXB256.png

gunsmoke_bckg2.mag

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Without seeing the program it's hard to be sure, but I believe you are not using screen2 properly.

Screen1 is the normal XB screen with 112 characters available. This is the default screen when using XB256.

For this application, you want to be using screen2.  Include CALL LINK("SCRN2") in your program to set screen2.

For screen2 the characters must be defined with CALL LINK("CHAR2”,character-code,pattern-identifier[,...])

Once screen2 is selected and the characters are defined, you can put them on the screen in the usual way with HCHAR, VCHAR, PRINT, DISPLAY, CALL LINK("DISPLY"), etc.

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2 hours ago, whoami999ster said:

GS_XB256_pgm_V1.xb 6 kB · 1 download

 

Everything seems to be OK .... PGM is automatically generated by Magellan ... sorry I don't understand this behavior ... I'm using Clasic99 (Ver. QI399.031 and also QI399.043)

Thanks as usual

 

In the export from Magellan try to tick/untick the "Exclude blank characters" and run again the generated XB256 program. The XB is using the char 32, but it's not defined.

 

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I try with tick/untick the result chaged but it's still not correct ... I don't know if someone have the chance to try and export on MAgellan 4.0 and run on Classic99 

Here attached the magellan project and the my expoert and the printscreen of result on my Classic99 (with ISABELLEA4)  

I'm sorry but I'm lost ... the export was for XB256 from 0 to 255 Char + exclude blank char tick

 

gunsmoke_bkg1.png

gunsmoke_bkg1.mag gunsmoke_bkg1_XB256_V1.xb

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I get the same result as you, and I can see that the characters are not all redefined as they should, but I don't know where the issue is.

 

EDIT: It looks like CALL LINK("CHAR2",0,CC$) is setting char 96, CALL LINK("CHAR2",1,CC$) is setting char 97 and so on. 

Edited by Asmusr

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2 hours ago, Asmusr said:

I get the same result as you, and I can see that the characters are not all redefined as they should, but I don't know where the issue is.

 

EDIT: It looks like CALL LINK("CHAR2",0,CC$) is setting char 96, CALL LINK("CHAR2",1,CC$) is setting char 97 and so on. 

That is correct. Remember the >60 screen offset used by XB.

Remember that CALL LINK("CHAR2") can use a string of up to 255 characters for character patterns.

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Here are some snippets from the program you posted. After you copy and paste you will see that lines 900+ are overwritten.

This should work if you fix that problem.

 

880 DATA 179,"FFFF0000000001FF",180,"000001071F7FFFFF",181,"187EFFFFFFFFFFFF",182,"000080E0F8FEFFFF"
890 DATA 183,"00000000000080FF",184,"001E33301E03331E",185,"006666667E666666",186,"00FDC1C1F1C1C1FD"
900 DATA 187,"00F39B9BF3B39B9B",188,"007E60607C606060",189,"00FCC0C0F8C0C0C0",192,"E3E3E3FFE3E3E3FF"
910 DATA 193,"181818FF181818FF",194,"FF333333FF333333",195,"FF333333FF333333",196,"FF18181818181818"
920 DATA 197,"FF181818181818FF",198,"C0C0C0C0C0C0C0C0",199,"0303030303030303",201,"FFC0C0C0C0C0C0FF"
930 DATA 202,"FF000000000000FF",205,"FFFFFFFFFFFFFFFF",206,"FF80808080808080",207,"FF03030303030303"

 

then later:


REM MAP #1
REM MAP #1 WIDTH, HEIGHT, SCREEN COLOR
900 DATA 32,24,1
REM MAP #1 DATA
910 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
920 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
930 DATA 32,32,32,32,32,16,17,205,205,205,22,23,97,32,32,32
940 DATA 32,32,32,32,105,106,205,205,109,110,111,32,32,32,32,32
950 DATA 32,32,19,20,20,24,25,205,205,205,30,31,98,101,32,32

Edited by senior_falcon
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3 hours ago, senior_falcon said:

This should work if you fix that problem.

Thank you, I didn't notice.

When you export from Magellan you can choose the line number where each block start, so it should just be a matter of setting those appropriately.

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There is one other problem. In the line:

640 DATA 63,"0038440408100010",64,"0038445C545C4038",65,"007CC6C6FEC6C6C6",66,"00FC66667C6666FC"

the question mark, ASCII 63, is redefined as a question mark. This character is used over SALOON.

 

It is character 191 that is used over SALOON. This is the question mark from the inverted font. (ASCII+128 gives the ASCII of the inverted font)

So the character 191 is wrong. It is probably a blank character, so CALL LINK("CHAR2",191,"0") should do the trick.

 

Edit - Yep, that does it.

Edited by senior_falcon
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