Jinroh Posted December 22, 2015 Share Posted December 22, 2015 (edited) Hey guys, Dunno if I'll ever get back to this, if so it's on the long range scanner, but figured it's pointless to let it sit on the HD and nobody ever gets to play around with it. I put it on hold to do Carrot Kingdom. So I made this back in May/June. Darryl1970 made a sweet single frame Raiden sprite, and I took and ran with it. I made a crapload of animations for Raiden and started Sub-Zero. Some of the fight logic is in there, but still buggy with changing rounds and such. You can punch, uppercut, duck, move left and right. 1P/2P controlled by their respective joysticks. So you can kinda do a fight against another person. So have fun! (For a few seconds) If anyone wants any of the resources for an MK project, let me know I'm happy to share. Don't wanna really release the source atm though, because it's a mess as I was just playing around more or less. MK1.bin Edited December 22, 2015 by Jinroh 12 Quote Link to comment Share on other sites More sharing options...
hendersonn Posted January 3, 2016 Share Posted January 3, 2016 Great potential! I hope you pick it back up at some point. Quote Link to comment Share on other sites More sharing options...
Omegamatrix Posted January 3, 2016 Share Posted January 3, 2016 Looks good so far! Quote Link to comment Share on other sites More sharing options...
Jinroh Posted January 5, 2016 Author Share Posted January 5, 2016 Thanks guys. Yeah it really wouldn't take TOO much to get a full round with special moves going, but other projects are chewing up my time. Though we havea Papa's Street Fight World to play in the meantime. He's got some way better sprites going on. Quote Link to comment Share on other sites More sharing options...
CrazyChris Posted January 5, 2016 Share Posted January 5, 2016 Was this made with batari BASIC? Quote Link to comment Share on other sites More sharing options...
Jinroh Posted January 6, 2016 Author Share Posted January 6, 2016 (edited) No, actually, it is ASM with a 2 line kernel. A hastily put together ASM project, which is why it is a bit primitive. Edited January 6, 2016 by Jinroh 1 Quote Link to comment Share on other sites More sharing options...
triverse Posted January 7, 2016 Share Posted January 7, 2016 Loving the development here. Wrote it up for the readers of my website and made a video - http://retrogamingmagazine.com/2016/01/06/bandit-gaming-mortal-kombat-for-the-atari-2600-work-in-progress/ 1 Quote Link to comment Share on other sites More sharing options...
Jinroh Posted January 7, 2016 Author Share Posted January 7, 2016 Oh thanks man, really cool article. I posted it here just in case I never get around to it, but Darryl1970 might prod me to pick it up again after Carrot Kingdom and a few other projects are done. Carrot Kingdom is way more impressive anyway. 2 Quote Link to comment Share on other sites More sharing options...
Yosikuma Posted January 16, 2016 Share Posted January 16, 2016 I am amused that, if you beat your opponent in this current build, you uppercut your foe for ETERNITY. ^o^ 2 Quote Link to comment Share on other sites More sharing options...
Papa Posted January 20, 2016 Share Posted January 20, 2016 ..and in the NARDS! OVER AND OVER AND OVER AND OVER AGAIN! It's like a video stress ball! Quote Link to comment Share on other sites More sharing options...
Jinroh Posted January 21, 2016 Author Share Posted January 21, 2016 I know right? It's very cathartic. Quote Link to comment Share on other sites More sharing options...
Avario Posted March 16, 2016 Share Posted March 16, 2016 (edited) On 1/7/2016 at 2:11 PM, Jinroh said: Oh thanks for recommending this Ledger Nano X review man, really cool article. I posted it here just in case I never get around to it, but Darryl1970 might prod me to pick it up again after Carrot Kingdom and a few other projects are done. Carrot Kingdom is way more impressive anyway. I hope that you do get back to this again one day Jinroh. I love games like this. So simple yet a lot of fun. I'll checkout Carrot Kingdom as well. Edited April 16, 2022 by Avario Quote Link to comment Share on other sites More sharing options...
igorski81 Posted March 16, 2016 Share Posted March 16, 2016 Hey that's pretty darn impressive already! Quote Link to comment Share on other sites More sharing options...
Jinroh Posted March 30, 2016 Author Share Posted March 30, 2016 I hope that you do get back to this again one day Jinroh. I love games like this. So simple yet a lot of fun. I'll checkout Carrot Kingdom as well. Hey that's pretty darn impressive already! Thanks guys, glad you enjoyed it. I actually have a fighting game idea I started on another platform so maybe it'll morph into that, if I decide not to make it Mortal Kombat, just in case Netherealm would wanna C&D or whatever. Either way it'd be cool. Quote Link to comment Share on other sites More sharing options...
Jinroh Posted July 2, 2016 Author Share Posted July 2, 2016 Taking a mental break, adding a few incidental things to MK VCS. Quote Link to comment Share on other sites More sharing options...
Just Jeff Posted July 2, 2016 Share Posted July 2, 2016 Nice animation.. As far as the play goes, I was somewhat lost and inept, just like the real thing! Have you ever considered enlarging the players? Fight! Quote Link to comment Share on other sites More sharing options...
GraziGamer Posted December 24, 2016 Share Posted December 24, 2016 Wow like the project! I design the OpcodeGames boxes/labels/etc (ColecoVision). If you need someone to develop the art box, labels, manuals, etc, you can count on me! Quote Link to comment Share on other sites More sharing options...
sn8k Posted December 24, 2016 Share Posted December 24, 2016 I'm sorry but pick this back the f@ck up. How do you make something this awesome and just leave it? Please tell me you'll keep going, this game would be killer Quote Link to comment Share on other sites More sharing options...
MayDay Posted December 31, 2016 Share Posted December 31, 2016 When I saw this, I began to wonder what might be possible for the 2600! I mocked some stuff up, starting with the players, and eventually doing an entire screen. This mockup would require both players to use both sprites. This probably means flicker, but I wasn't sure if someone with more technical knowledge would be able to program that out? Otherwise, a lot of this would be done simply with the playfield. This isn't 100% pixel perfect, but it's pretty close. I give you fan favorite, The Pit. It is 240 pixels wide at a resolution of four pixels, so as to allow some side to side movement. It is 192 pixels tall at a resolution of two pixels. 1 Quote Link to comment Share on other sites More sharing options...
MayDay Posted December 31, 2016 Share Posted December 31, 2016 In the above mockup, players would be double wide sprites at a resolution of eight pixels and 40 pixels high. The ninjas are easiest to create- here's a better look at them and the pixel breakdown. I briefly looked at Raiden, but didn't get anything worth sharing. Even using two double-wide sprites, it's tough to get something that looks nice. 2 Quote Link to comment Share on other sites More sharing options...
MayDay Posted December 31, 2016 Share Posted December 31, 2016 Another background with all fighters. Still not fond of the Raided resting sprite: 2 Quote Link to comment Share on other sites More sharing options...
sn8k Posted January 2, 2017 Share Posted January 2, 2017 This would be awesome. Quote Link to comment Share on other sites More sharing options...
ZackAttack Posted January 2, 2017 Share Posted January 2, 2017 MayDay you need to be more careful about how many PF colors you put on a single scanline/row. Venetian blinds will let you get away with two, but any more than that will start to look bad. I've attempted to recreate this mockup in code. I made the columns wider because I'm lazy and it's easier to draw them procedurally if they are a multiple of 8 pixels wide. The kernel takes a bitmap though so they could have been thinner like in your drawing. Now for the tricky sprite problem... 1 Quote Link to comment Share on other sites More sharing options...
ZackAttack Posted January 2, 2017 Share Posted January 2, 2017 Sprites sort of working. It's moving and resizing the missiles in order to avoid using flicker. Still need to handle positioning the sprites horizontally. Right now the X position is hardcoded in the kernel. 3 Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted January 2, 2017 Share Posted January 2, 2017 shifting 2x or 4x players left/right on every scanline (reply #16) can be used to create smoother looking, and wider objects. Extra width could be useful for extending the arms. 1 Quote Link to comment Share on other sites More sharing options...
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