xxl Posted November 6, 2016 Share Posted November 6, 2016 This game will also work in NTSC 6 Quote Link to comment Share on other sites More sharing options...
popmilo Posted November 6, 2016 Share Posted November 6, 2016 The software sprites engine was deeply improved, as you can see on XXL's video from the previous post. Great work guys! Can you share details about sprite engine ? Is it using preshifted sprite shapes, some kind of sprite cache or something else ? Quote Link to comment Share on other sites More sharing options...
+Adam+ Posted November 6, 2016 Author Share Posted November 6, 2016 (edited) Thanks all for your comments But I'm not sure, if it is a good choice to play music in a video, the creator cannot equalize? I'm sorry, but the last part of your message ("cannot equalize") is a little bit unclear to me and XXL. What did you mean? Great work guys! Can you share details about sprite engine ?Is it using preshifted sprite shapes, some kind of sprite cache or something else ? Thanks, Vladimir Those sprites generally have just 2 movement phases, the second one is preshifted (by half of character). Edited November 6, 2016 by +Adam+ 2 Quote Link to comment Share on other sites More sharing options...
xxl Posted November 6, 2016 Share Posted November 6, 2016 14 at the same time supported sprites. where 7 is the bullets or items size 8px (2bytes) x 8 py (16 bytes) and 7 sprites sizes 12px (3bytes) x 2; 3; 4; 5 bytes (up to 40 bytes) - max (120bytes). yes preshifted shapes and masks. modded engine alow to: - control the player while jumping, - shoot while on the ladder, - interaction with the background, - temporary immortality, - flashing items, - respawn sprites, - less stringent collisions, - schema for sprites (defined tracks, strength, flying, interaction, walking, etc.), - schema for weapons (attributes - power, time, flight path - depending on who fired, special weapon - depending on who fired) etc. ... in the video was not possible to introduce all combinations because there are too many :-) 10 Quote Link to comment Share on other sites More sharing options...
R4ngerM4n Posted November 7, 2016 Share Posted November 7, 2016 ...player and missiles are not used in your example (I did not check)? Quote Link to comment Share on other sites More sharing options...
emkay Posted November 7, 2016 Share Posted November 7, 2016 ...player and missiles are not used in your example (I did not check)?If you knew about PMg , you'd recognize the bands at the left and the right side of the screen, filling the 32 byte gaps. Quote Link to comment Share on other sites More sharing options...
emkay Posted November 7, 2016 Share Posted November 7, 2016 Thanks all for your comments I'm sorry, but the last part of your message ("cannot equalize") is a little bit unclear to me and XXL. What did you mean? Do you think , it's in any way possible , to have music like the one in the video playable in the game? Quote Link to comment Share on other sites More sharing options...
+Adam+ Posted November 7, 2016 Author Share Posted November 7, 2016 (edited) Do you think , it's in any way possible , to have music like the one in the video playable in the game? There are plans to use SIO Cart in Hobgoblin 2. AFAIK it could play any music during gameplay. Edited November 7, 2016 by +Adam+ 2 Quote Link to comment Share on other sites More sharing options...
shanti77 Posted November 7, 2016 Share Posted November 7, 2016 This music is something like sound from xc12 datarecorder (without use pokey)? Quote Link to comment Share on other sites More sharing options...
xxl Posted November 7, 2016 Share Posted November 7, 2016 (edited) better. xc12 has poor sound quality. in SIOCart we can control volume of AudioIN, which and how to play music (thanks new SIO Command) Edited November 7, 2016 by xxl 2 Quote Link to comment Share on other sites More sharing options...
emkay Posted November 7, 2016 Share Posted November 7, 2016 There are plans to use SIO Cart in Hobgoblin 2. AFAIK it could play any music during gameplay. So you found any other way Quote Link to comment Share on other sites More sharing options...
awesp Posted November 8, 2016 Share Posted November 8, 2016 Excellent work! Would it be possible to have some POKEable cheating modes? Quote Link to comment Share on other sites More sharing options...
xxl Posted November 8, 2016 Share Posted November 8, 2016 already present... while pressing key combination: hey... not so fast! 3 Quote Link to comment Share on other sites More sharing options...
Jinks Posted November 8, 2016 Share Posted November 8, 2016 Looks great! I know these games are known to be hard as hell to play but hopefully the gameplay is balanced enough to offer enjoyment while playing not just amazement of the pretty graphics. Thats my biggest gripe of tons of atari 8 bit games that look awesome and the coders did an great job on sound and graphics but playing it offers little enjoyment because you die in 6 seconds 3 times and game over. Quote Link to comment Share on other sites More sharing options...
emkay Posted November 8, 2016 Share Posted November 8, 2016 better. xc12 has poor sound quality. in SIOCart we can control volume of AudioIN, which and how to play music (thanks new SIO Command) How will the source of the sound be generated? Quote Link to comment Share on other sites More sharing options...
xxl Posted November 9, 2016 Share Posted November 9, 2016 source is WAV file, played out by Atmega32, controled by SIO comand. 2 Quote Link to comment Share on other sites More sharing options...
xxl Posted November 9, 2016 Share Posted November 9, 2016 source is WAV file, played out by Atmega32 (controled by SIO command) through AudioIN pin in the SIO plug. Quote Link to comment Share on other sites More sharing options...
emkay Posted November 9, 2016 Share Posted November 9, 2016 source is WAV file, played out by Atmega32, controled by SIO comand. So, playing everything during gameplay is possible and using some OPL(3) is just some understatement Seems, that is one of the missing extensions to the A8, as the A8 has been build for such stuff. Some Cart back in the early 90s would have been a great thing, but today it feels a little strange. Quote Link to comment Share on other sites More sharing options...
emkay Posted November 9, 2016 Share Posted November 9, 2016 Don't get me wrong. I'd like to see ... erm hear that running ! Quote Link to comment Share on other sites More sharing options...
jvas Posted November 10, 2016 Share Posted November 10, 2016 Don't get me wrong. I'd like to see ... erm hear that running ! 2 Quote Link to comment Share on other sites More sharing options...
R4ngerM4n Posted November 10, 2016 Share Posted November 10, 2016 Lots of big sprites, cool musix - I see Last Ninja 2 for Atari 8-Bit coming Quote Link to comment Share on other sites More sharing options...
emkay Posted November 10, 2016 Share Posted November 10, 2016 The 1st Quake has been delivered with the Audio Track on CD. Graphics 9 environmental lightning, real music played.... nothing more to say Last Ninja 2 ? What's that ? Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted November 11, 2016 Share Posted November 11, 2016 Cool stuff... I guess I am not often here to see all those great stuff but SillyVenture is around the corner. Quote Link to comment Share on other sites More sharing options...
ebiguy Posted November 12, 2016 Share Posted November 12, 2016 Is the collector edition of the first Hobgoblin still available for purchase ? Quote Link to comment Share on other sites More sharing options...
nosty Posted November 30, 2016 Share Posted November 30, 2016 I'm sorry but all Hobgoblin copies were sold long ago. Quote Link to comment Share on other sites More sharing options...
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