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hloberg

back to Parsec for 2600 and making progress

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after a lot of interference from the real world and a lot of changing of my mind I have made some progress on the Parsec 2600.

https://fieldmousetech.wordpress.com/

that is my tech blog and here are some youtube videos of the meteor and single enemy with scrolling

 

meteors

https://youtu.be/Gs8RheHNZmY

 

1 enemy scrolling test

 

1 enemy attack test

https://youtu.be/sVYBqbyveJ4

 

 

I programming the thing in 16k multi-sprite kernel. The multi-sprite kernel does not allow sideways scrolling so i'm doing a lot of slight-of-hand to simulate the look of sideways scrolling.

why I didn't use the other kernels is the standard kernel did not allow multiple items on the screen, which killed the swoopers. And the DPC+ kernel kept getting overwhelmed and crashing.

I still have the swoopers to do, which I already have the code in the DPC+ and standard kernel and just port over. then the tedious task of gluing the whole thing together which will take a while.

 

 

 

update: I think I just came up with a viable way to do a refueling tunnel. will preview soon.

Edited by hloberg

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Hloberg,

 

Have checked to see it will work on the AFP? Thanks.

What is the AFP? I'm sure when you tell me I'll go DUH.

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I programming the thing in 16k multi-sprite kernel. The multi-sprite kernel does not allow sideways scrolling so i'm doing a lot of slight-of-hand to simulate the look of sideways scrolling...

 

Love Parsec on the TI-99.

 

So how did 2600 Defender and other games like it (Stargate) do side scrolling?

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Love Parsec on the TI-99.

 

So how did 2600 Defender and other games like it (Stargate) do side scrolling?

my guess, very tight playfield. each line of the playfield looks to be only 1 or 2 pixels tall. then use a version of pfscroll to move the playfield back and forth. On one of my test I was able to do that with the standard kernel. unfortunately, I need 5 sprites on the screen at once for the swoopers which means the multi-sprite kernel which does not support scrolling. I could do a much closer version of Parsec if I programmed it in Assembler, then I could get around some of the restrictions of BA.

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Hloberg,

 

Have checked to see it will work on the AFP? Thanks.

I don't have a AFP but I only use very standard 16k with 4 banks. No Supercart or DPC+ so I think there would be nothing to mess it up. It works fine on the Harmony cartridge.

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I notice that you're using Stella 4.7.2. I suggest upgrading to the latest version (5.0.2), since the TIA emulation has greatly improved. And having accurate TIA emulation is most important when developing a new game.

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I notice that you're using Stella 4.7.2. I suggest upgrading to the latest version (5.0.2), since the TIA emulation has greatly improved. And having accurate TIA emulation is most important when developing a new game.

thanks, will do.

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the way I did the refuel tunnel above was, interesting and fun but I felt it wasn't really cannon. this design is more like the refueling tunnel.

attachicon.gifStella 4.7.2_ _NEW-ALT-tunl-A.bas_ 10_22_2017 1_45_02 AM.mp4

 

you move along the tunnel then jump to the next tunnel. no scroll, but looks right.

added youtube location

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https://youtu.be/eUol2DHuA8c

 

I tried to make the scrolling ground work, it just won't. Either the look was crap or it just made a mess and consumed too many cycles. But, I like the look with the antenna.

in this example the 1 enemy is way over zealous. But it's still in test.

Now that I have all the stages and levels complete as individual modules, it is just cleaning it up and gluing it together. shooting for a standard 4mg cart but more likely 8mg bank cart.

My concept has been to make it have the look and feel (and limitations) as if TI had licensed Parsec for the 2600 back in the day.

still a lot to do but getting there.

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