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Godzilla

Someone needs to homebrew a good 2600 godzilla game

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look at my avatar for inspiration :-)

(no i won't code it, but ill tell you if it sucks or not, and for free, too! :-)

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can u guide me to a good basic document for understanding some rules so i know how to draw something 2600 possible?

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can u guide me to a good basic document for understanding some rules so i know how to draw something 2600 possible?

 

In a Nutshell:

 

Basic screen resolution is 160 across x 192 up and down.

 

The playfield graphics cover the entire screen each playfield pixel is 4 normal screen pixels wide, so the play field has a horizontal resolution of 40 (160/4=40) Each pixel can be one of 2 colors per screen line. Each playfield pixel can be 1 to 192 scanlines tall.

 

There are 2 sprites, each sprite is 8 pixels across. Each sprite "pixel" can be 1 , 2 or 4 screen pixels wide. At 1 pixel wide, there can be up to 3 copies of the same sprite at fixed intervals across the screen. Each sprite can be any number of pixels high, and each pixel can be any number of scanlines tall. All the pixels must be the same color on a scanline, but the color can be changed every TV scanline.

 

There are 2 missles and a ball. You can use these to make dots as well as lines as line as the lines are diagonal or vertical. They can be 1,2, 4, or 8 bits wide.

 

Note if you leave a couple blank lines in between, you can reuse the sprites, missles, and ball over and over again on the same screen. If you want more than 2 sprites to share a line, then you will have flicker.

 

I hope this helped.

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yea, ill have to mentally process all that first before i can figure out how to correctly tackle the image. im sure what a kernal is capable of is also a factor....

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