Sir Plus #26 Posted December 9, 2002 Hey! No problem, really! :) Keep on tossing out those suggestions. Discussing things like this keeps the homebrewers from reprogramming the world's computer systems to take over the world, so its great to hear from somebody when they aren't saying "I want to program an idea for this game but I dont know how to program could you tell me how to program this game and if you dont you are a big meanie " We all like to hear about ideas and ports that haven't been done yet on the increasingly versitile 2600. A lot of things considered impossible have been made a reality (or at least tried). Bouncing ideas about how to approach the problems can only help develop them Quote Share this post Link to post Share on other sites
Paul Slocum #27 Posted December 9, 2002 As I was dusting cobwebs off of and reading the old threads,I came across this thread. Is that where the inspiration for Combat Rock and Mr. Roboto came from? I did Combat Rock and Roboto long before that. I was saying maybe I would next do a current song rather than older songs. But that's probably not going to happen since I'm pretty much set on doing Girl U Want by Devo if I ever get around to doing another one. -Paul Quote Share this post Link to post Share on other sites
Sir Plus #28 Posted December 9, 2002 Yeah, I wasn't reading it right (are all the threads mixed up like that?) I posted a followup after seeing it. Made interesting reading though. I do, I do, I think I do? Quote Share this post Link to post Share on other sites
Inky #29 Posted December 9, 2002 I still say a version of Liberator could -- and should-- be done on the 2600! Quote Share this post Link to post Share on other sites
Sir Plus #30 Posted December 9, 2002 Liberator - the official Atari Force game. Never could get the hang of that one for some reason. Man, I suck. Quote Share this post Link to post Share on other sites
Inky #31 Posted December 9, 2002 Liberator - the official Atari Force game. Never could get the hang of that one for some reason. Man, I suck. I was never too good at it in the arcade, but on MAME, I'm addicted. Quote Share this post Link to post Share on other sites
Sir Plus #32 Posted December 9, 2002 Hmmm.... maybe I should try it out again (gets prepared for more embarassing pain). But yeah, that one should be doable I think. Programmers? Quote Share this post Link to post Share on other sites
ZylonBane #33 Posted December 9, 2002 The mockup I posted represents a 40x16 grid of Grunts -- in actuality a low-rez framebuffer with each pixel representing an enemy. Nothing technically special there... we've seen these sort of displays since the Surround cart. At 5 bytes per line, this buffer would consume 80 bytes of RAM. This would be the only RAM required by the Grunts, no matter how many were on screen. It would basically be a screen-sized cellular automaton, with the rule for each cell being "move toward player". Under this scheme you could reasonably cram 300 Grunts onscreen. So 128 - 80 leaves 48 bytes of RAM. Figure 3 bytes per enemy for X/Y/heading/etc. That gets you 15 enemies + 1 player. But of course you also need RAM for game stats, flicker algo, and other overhead. So knock that back to a conservative 8 enemies. That doesn't sound like much, but if you budget those 8 toward the enemies that directly threaten you (Brains, Enforcers, Tanks) it should be more than enough. I think it would even be acceptable to players to have new enemies "warp in" during a wave. IIRC, the only enemies in Robotron that shoot at you are Enforcers, Tanks, and Brains. Enforcer and Tank projectiles move pretty fast, so you could use the ball for one shot at a time onscreen. Brains launch Cruise Missiles, which are slow and rely on swarming for effect, so these would probably have to be cut. The only threat of Brains then would be their ability to turn Humans into Progs. So you'd have to reformulate Brain Waves to rely move heavily on Grunt presence. Quote Share this post Link to post Share on other sites
Goochman #34 Posted December 9, 2002 So who is going to hack up Berzerk and turn it into Robotron? Can we say that most of the core elements are in there already? Quote Share this post Link to post Share on other sites
Thomas Jentzsch #35 Posted December 10, 2002 ________________Dont ask You sure sound like someone who knows something about Atari programming. There are not too many people with such knowledge, so one day we will find out who you are! Quote Share this post Link to post Share on other sites
Sir Plus #36 Posted December 10, 2002 heh heh It's a line from "My Blue Heaven" I know programming, yes. VCS programming is something completely different and virtually alien to me. But give me an 800 and I'm happy @Inky Not a chance! I still suck at Liberator, even after all these years. Good suggestion, though. Kept me out of trouble for a while Quote Share this post Link to post Share on other sites
slapdash #37 Posted December 11, 2002 The mockup I posted represents a 40x16 grid of Grunts -- in actuality a low-rez framebuffer with each pixel representing an enemy. Nothing technically special there... we've seen these sort of displays since the Surround cart. At 5 bytes per line, this buffer would consume 80 bytes of RAM. This would be the only RAM required by the Grunts, no matter how many were on screen. It would basically be a screen-sized cellular automaton, with the rule for each cell being "move toward player". Under this scheme you could reasonably cram 300 Grunts onscreen. So 128 - 80 leaves 48 bytes of RAM. Figure 3 bytes per enemy for X/Y/heading/etc. That gets you 15 enemies + 1 player. But of course you also need RAM for game stats, flicker algo, and other overhead. So knock that back to a conservative 8 enemies. What about Mommy, Daddy & Mikey? Flicker 8 of them with the 8 enemies? Quote Share this post Link to post Share on other sites
Big Player #38 Posted December 11, 2002 7800 robotron was like, arcade perfect. I don't know what you're on. D'OH! I meant the 5200. Boy, getting the two mixed up in my old age. Quote Share this post Link to post Share on other sites
ubersaurus #39 Posted December 11, 2002 Yeah the 5200 version wasn't as great at the 7800 one by far, so I agree with you on that! Quote Share this post Link to post Share on other sites
NE146 #40 Posted December 11, 2002 I still say that Paul Slocum should hack up Jungle Hunt to 1. have the Tarzan graphics and make it the true JUNGLE KING 2. And ADD THE ARCADE MUSIC! Quote Share this post Link to post Share on other sites
ZylonBane #41 Posted December 11, 2002 What about Mommy, Daddy & Mikey? Flicker 8 of them with the 8 enemies?Humans are missiles. Since they're basically just bonus items, they could could be programmed to stick to their own horizontal zones to avoid flicker. Quote Share this post Link to post Share on other sites
Sir Plus #42 Posted December 11, 2002 I still say that Paul Slocum should hack up Jungle Hunt to 1. have the Tarzan graphics and make it the true JUNGLE KING 2. And ADD THE ARCADE MUSIC! Another excellent suggestion! Possibly incorporating Johnny Weismuller's Tarzan call. (though maybe not, considering what happened when the estate of ERB sued the arcade developer). Quote Share this post Link to post Share on other sites
Sir Plus #43 Posted December 11, 2002 < wishes that he still had his dual pad for 800's Roby > Quote Share this post Link to post Share on other sites
Inky #44 Posted December 11, 2002 Humans are missiles. . Somehow, that's an ironic phrase... Quote Share this post Link to post Share on other sites
MegaManFan #45 Posted December 11, 2002 Another excellent suggestion! Possibly incorporating Johnny Weismuller's Tarzan call.(though maybe not, considering what happened when the estate of ERB sued the arcade developer). I would never have guessed it was so controversial before I read up a little on the Jungle King/Jungle Hunt legacy, but it's obvious that it still lives on today. Every time I fire up Kingdom Hearts on the PS2, I get a message that Tarzan and the blah blah blah are copyright ERB and used by permission blah blah blah. That estate has one nugget of value to anyone and they're going to continue to bleed that turnip dry for eternity just like Graceland does Elvis. Quote Share this post Link to post Share on other sites
CPUWIZ #46 Posted December 11, 2002 Oh I so whish that David would join this board, he told me he SAW IT RUNNING at CES with the prototype keyboard add-on on the 2600 ! So a prototype did exist of this game (maybe still does in someones basement). Quote Share this post Link to post Share on other sites
NE146 #47 Posted December 11, 2002 Another excellent suggestion! Possibly incorporating Johnny Weismuller's Tarzan call. (though maybe not, considering what happened when the estate of ERB sued the arcade developer). I would never have guessed it was so controversial before I read up a little on the Jungle King/Jungle Hunt legacy, but it's obvious that it still lives on today. Every time I fire up Kingdom Hearts on the PS2, I get a message that Tarzan and the blah blah blah are copyright ERB and used by permission blah blah blah. That estate has one nugget of value to anyone and they're going to continue to bleed that turnip dry for eternity just like Graceland does Elvis. Actually screw the Tarzan call (I sort of doubt it could be done too well anyway). I'd just be happy with the background music! I mean if you played Jungle King/Hunt in the arcades what stands out in your mind? Well it's that loopy music of course! Somehow it's just not the same swinging the vines in absolute silence on the home versions. I'm not sure if the music can even be added to Jungle Hunt/King (not enough free cpu cycles?) but if it's possible, that would be one more majorly sweet hack Quote Share this post Link to post Share on other sites
ROBOTRON2084 #48 Posted December 12, 2002 I want my own ROBOTRON machine! Quote Share this post Link to post Share on other sites