Jump to content

Recommended Posts

Yes, I know that maybe something maybe exist from PeteD but he seems to have disapeared.

So this is just one more and a really possible one.

Just:

-> ANTIC4 40bytes ANTIC 4ways Hardware Scrolling

-> PRIOR1

-> 1Charset for the Playing Area

-> Another Charset for the circuits/taking control of other Robot screen

-> All Robots and Fire shoot are one PMG eachone

-> Hi-Resolution screens as Bitmap GR.8 and DLIs (left side Robots using 2Players Multicolour gives you the mix between 1:1 and 2:1)

-> Using A8 colour Pallete to have the diferent colours and luminances for each Level.

 

It really seems that like this a 64Kb version it's possible (it goes in the same direction as C64 because it is using PMGs/Hardware sprites):

post-6517-0-19679400-1343738519_thumb.pngpost-6517-0-02658900-1343738533_thumb.png

post-6517-0-13631100-1343738548_thumb.pngpost-6517-0-26031300-1343738564_thumb.png

post-6517-0-04641000-1343738579_thumb.pngpost-6517-0-66323000-1343738601_thumb.png

 

And I have all the other screens 'in the making'.

Share this post


Link to post
Share on other sites

This headway into playing with the C64 code was done at the back-end of 2008 but the issue appeared to surround the fact that the C64 can control a single character to have the same foreground and background rendering it 'invisible'. However on the A8 you can see these. (In the attached executable use up/down and fire to choose an option but you don't 'see' what is highlighted so it is a bit hit and miss and the highest entry crashes the app).

 

[Edit - added the Droid images extracted from the original]

a8_pdroid.xex

post-1822-0-20684600-1343776517_thumb.png

post-1822-0-50653900-1343776525_thumb.png

post-1822-0-02318500-1343776756_thumb.gif

Edited by Wrathchild

Share this post


Link to post
Share on other sites

I remembered too that by changing the entry jump point the transfer game could be 'tried'.

 

Loose term as there is no control over the colours displayed in the middle to see who is winning,

Again some graphics need to be erased rather than (as the C64 does) using the back/fore colours to hide them,

All lines are animating and this shouldn't be the case.

Will lock up after a win/loss and sometimes ends in deadlock as soon as the timer counts down to start.

 

Still, you can have some fun from it. :)

a8_pdxfer.xex

post-1822-0-47486400-1343779448_thumb.png

Edited by Wrathchild

Share this post


Link to post
Share on other sites

-> All Robots and Fire shoot are one PMG eachone

 

You may run into trouble there... in your screen images you have done the A8 droids as 10 pixel wide so each would be a combined Player and its Missile. You can have multiple shots going on from the player and enemies though and either I don't think multiplexing these would suffice and using soft-sprites instead may drag down the scrolling speed?

Share this post


Link to post
Share on other sites

-> All Robots and Fire shoot are one PMG eachone

 

You may run into trouble there... in your screen images you have done the A8 droids as 10 pixel wide so each would be a combined Player and its Missile. You can have multiple shots going on from the player and enemies though and either I don't think multiplexing these would suffice and using soft-sprites instead may drag down the scrolling speed?

Would it decrease the scrolling speed as only the shots would be soft sprites?

(seems maximum screen sprites on the same line are 4 and this makes sense as they need the other 4 C64 sprites to have one shot at a time for each Droid)

Edited by José Pereira

Share this post


Link to post
Share on other sites

The robot sprites don't necessarily need to be 10 or 12 pixels - if this game was done on A8 it could use a 2-digit number system easily enough. I don't know how many number types there are but I doubt it's more than a couple of dozen.

Share this post


Link to post
Share on other sites

The robot sprites don't necessarily need to be 10 or 12 pixels - if this game was done on A8 it could use a 2-digit number system easily enough. I don't know how many number types there are but I doubt it's more than a couple of dozen.

From Wratchild capture there are 24 different:

post-6517-0-00692100-1343915210_thumb.gif

Share this post


Link to post
Share on other sites

DEL

I think Rybags ment the ingame robots...

Yes, I understand but this 24 are the n º you see on the game. How many of each with different n º have you?

Share this post


Link to post
Share on other sites

Oh no - demons from the past. This is one of the (very few) games which I played instead of disassembling it :-)

And one the (very few) games which I tried to bring to A8. But using ATMAS II was not really the way to go...

 

@Warthchild: Disassembled or hacked?

@Jose: Nice work as always :-)

Edited by JAC!

Share this post


Link to post
Share on other sites

Both ;) lots of code commented out to have no effect on A8, e.g. Sprites, sound. I got help from a 64 coder who was able to supply some label names for data/code addresses and so provided a good starting point.

 

Because of the way the 64 code is using the colormap to mask off areas of the screen by setting back/fore color the same, many parts need recoding specifically for the A8. Would love to do that one day (along with all my 'others')

Share this post


Link to post
Share on other sites

Both ;) lots of code commented out to have no effect on A8, e.g. Sprites, sound. I got help from a 64 coder who was able to supply some label names for data/code addresses and so provided a good starting point.

 

Because of the way the 64 code is using the colormap to mask off areas of the screen by setting back/fore color the same, many parts need recoding specifically for the A8. Would love to do that one day (along with all my 'others')

 

 

 

 

How's progress on Elite going...or is that a 'dead project'...it's a nice demo though

 

I see that you seem to be more interested on 5200 games or at least 5200 portovers/conversion

Share this post


Link to post
Share on other sites

Hi Carmel, no real work on A8 projects (including the 5200 ports) for a while from me I'm afraid, but of course I still follow what's going on on this forum :)

Share this post


Link to post
Share on other sites

-> All Robots and Fire shoot are one PMG eachone

 

You may run into trouble there... in your screen images you have done the A8 droids as 10 pixel wide so each would be a combined Player and its Missile. You can have multiple shots going on from the player and enemies though and either I don't think multiplexing these would suffice and using soft-sprites instead may drag down the scrolling speed?

Would it decrease the scrolling speed as only the shots would be soft sprites?

(seems maximum screen sprites on the same line are 4 and this makes sense as they need the other 4 C64 sprites to have one shot at a time for each Droid)

 

 

Wrathchild if C64 use 4 droids and 4shots (one shot at a time possible on each Droid) that is C64 8sprites then A8 would use 4PMGs for 4Droids.

Shots as soft sprite are really a great trouble to implement (would it loook good if they shots be in chars boundaries/moving one char each step?)?

Edited by José Pereira

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...