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Sokoban


Andrew Davie

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Here are some screenshots taken with the latest binary, sokoboo_20190921fast.bin to be exact.

 

When I first started my video game web project, I worked to calibrate my video capture card so games' colors would look like how I thought they should look when compared to a CRT with default settings, and also keeping in mind how I remembered some games looking as a kid.  Many systems ended up with slightly different settings, though for the most part I settled on high contrast, high saturation, and the hue shifted slightly red of center (what my capture card calls center, anyway).  For the Atari 2600, most games looked good with those settings, but some games I found looked more like they "should" with the hue shifted slightly green of center.  For a new game with abstract colors like Sokoboo, it's hard to say which one's the "right" one, so I did it both ways.

 

For reference, here is Pitfall.  Green shift is on the left, red shift is on the right.

Pitfall-120.png.eb80a9a2233bea9ce092c83e1e33345f.png  Pitfall-135.png.e4389a461128417198dda9c095c6371d.png

 

 

Here is Sokoboo with the green shift.

Title-120.png.93b5be5b0425ccdfe5e64fc4e88b3639.png  Level1-120.png.de36cafea00dff840f484de6be76dcc8.png  Level3-120.png.58f01df87db94199ef95f24ebad6b206.png

 

Level9-120.png.24bdcd50a02492e1bf24562c1be7b5c3.png  LevelSelect-120.png.88281e8bf5d331d36e82d4977a33fb42.png

 

 

And here are the same screenshots red-shifted.

Title-135.png.dd3ff5b0c2199024888030b4afa3db72.png  Level1-135.png.1940daf304efc1ed071d3db8ed512d69.png  Level3-135.png.f89dee52f4b794229e470d8aea47d1f3.png

 

Level9-135.png.e63158de91097f9582f38c0e3aa4d28f.png  LevelSelect-135.png.50aa3c7fca8a976202e5bb267f21af07.png

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1 hour ago, FujiSkunk said:

Here are some screenshots taken with the latest binary, sokoboo_20190921fast.bin to be exact.

 

 

Thank you heaps for the large amount of effort you have put into this.

I am a bit shocked at the results - these are not what I expected, at all.  The banding, in particular, is way obnoxious and not what I see in Stella.

It will be interesting to compare with some off-TV shots at some point. The red-shift is more pleasing to my eye.

For the record, I think your saturation is set way, way-too-high, and contrast slightly high, but we shall see :)

 

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On 9/28/2019 at 5:01 PM, Andrew Davie said:

The red-shift is more pleasing to my eye.

That's what I used to capture most games, but a few seemed better with the green shift, like Solaris (green on the left, red on the right).

 

Solaris-120.png.deb056b7cde16d3b91f085137c115c9c.png  Solaris-135.png.d2613c9ed76512ab869e395453760b76.png

 

On 9/28/2019 at 5:01 PM, Andrew Davie said:

For the record, I think your saturation is set way, way-too-high, and contrast slightly high, but we shall see 

It's true I typically have the saturation almost maxed out for video game captures, but to my eye that preserves the "presentation" better, given that most of the time these screenshots are viewed on computer LCD monitors with muted colors.  This also seems to line captures up better for the times I have to use an emulator instead, like for Boulder Dash (on that page, the arcade and 2600 screenshots are from emulators, and the Intellivision and NES screenshots are from video capture). For further reference, here are similar captures with all options, including the hue, set to default.

 

Title-128.png.761586520cc8d484ca43965402ceb985.png  Level1-128.png.84a5925c4278f0405e3c72d57432b672.png  Level3-128.png.d4ce3764091c5b5cc4889ea262152848.png

 

Level9-128.png.ef514a40bc91f8171e4c695e1115b1f1.png  LevelSelect-128.png.6833121ea61c2e529e95cc721d496c07.png

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1 hour ago, Andrew Davie said:

By the way, I prefer Solaris RED version.

I thought I remembered the landscape being more purple, and with the red shift the Saturn moon disappears into the sky.  But it's always possible the TV I played on back in the day wasn't exactly properly benchmarked.

 

Anyway, here's a set of pics taken with my modded Vader connected via composite to a Commodore 1702 with all color controls set to center.  My camera is a Google Pixel 2 phone, which I think emphasized blues a little more than what I was actually looking at, but otherwise seemed to preserve the color fairly well.  No doctoring other than cropping and some geometry tweaks.

 

Title-1702.thumb.jpg.2eb646194d292315b7e79e35cb8d458a.jpg

 

Level1-1702.thumb.jpg.2f5146458eaa43bc475340e666b7e0c4.jpg

 

Level3-1702.thumb.jpg.9d4cb5fd008e2f4d6858b33183d59d10.jpg

 

Level9-1702.thumb.jpg.eabdb7cc80c3d8c98930fee37e5f163d.jpg

 

LevelSelect-1702.thumb.jpg.2366b30c116270d8d6d050dff7faea56.jpg

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Here are a few quick photographs. This is on an Amdek Color I monitor using composite video. My colors are very different than FujiSkunk, but appear to be pretty close to what Andrew Davie's Stella captures show.

 

Also, no binary newer than 20190913 will run on my Harmony Encore. I see an "e", and when that fills up the screen just goes blank.

Sokoban (1).jpg

Sokoban (2).jpg

Sokoban (3).jpg

Sokoban (4).jpg

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8 minutes ago, spspspsp said:

 

 

Sokoban (3).jpg

Sokoban (4).jpg

 

TY - that's more like what I was hoping it might look like. Very nice.

The Encore is obviously not happy with 64K ROM size. I switched from 32K to 64K to allow a gadzillion levels on 13/9.

Good news is, I've pretty much decided to revert back to 32K ROM with fewer levels for the final version.

 

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5 hours ago, FujiSkunk said:

Anyway, here's a set of pics taken with my modded Vader connected via composite to a Commodore 1702 with all color controls set to center.  My camera is a Google Pixel 2 phone, which I think emphasized blues a little more than what I was actually looking at, but otherwise seemed to preserve the color fairly well.  No doctoring other than cropping and some geometry tweaks.

 

 

Level9-1702.thumb.jpg.eabdb7cc80c3d8c98930fee37e5f163d.jpg

 

LevelSelect-1702.thumb.jpg.2366b30c116270d8d6d050dff7faea56.jpg

 

TYVM. Looks OK to my eye.

 

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Here's a back-to-32K version. I've dropped a bunch of levels, which probably nobody looked at anyway.

This should be playable on the Encore, for those who wish to do so. I'll stick with 32K for now.

 

sokoboo_20191002.bin

 

I'm really treading water at the moment, waiting for some external assistance to come in - specifically, website work and sound work. It happens when it happens :) . Meanwhile, that gives me time to work on other.... secret.... stuff.

 

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8 hours ago, Andrew Davie said:

Here's a back-to-32K version. I've dropped a bunch of levels, which probably nobody looked at anyway.

This should be playable on the Encore, for those who wish to do so. I'll stick with 32K for now.

 

 

Just tried, on my regular Harmony it crashes right away.  On my Encore I get this:

IMG_0035.thumb.jpg.c1f6473f0eab0f78dfa2b610b4569260.jpg

 

Press FIRE to get to this:

IMG_0036.thumb.jpg.2ce70d8573bc8ec7d78b8f5791f03a9c.jpg

 

Press FIRE again either goes back to the SOKOBOO screen, or it crashes.

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4 minutes ago, SpiceWare said:

Just tried, on my regular Harmony it crashes right away.  On my Encore I get this:

Press FIRE again either goes back to the SOKOBOO screen, or it crashes.

I think the consensus is that the Encore has a problem with the 3E implementation.

The regular Harmony doesn't have enough RAM. Something like that.

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Here's a binary with the new title screen. Would love to see a screenshot on actual hardware!

 

1944582229_ScreenShot2019-10-03at6_28_33pm.thumb.png.1ef5278097dc2a0193c862c99f61a73a.png

Edit - some pixel-pushing...
 

 

1839036575_ScreenShot2019-10-04at12_45_09am.thumb.png.7af52270c4a30795874b23f2e298c47e.png

PAL looks a bit different... but OK, I think...

313412226_ScreenShot2019-10-04at12_49_06am.thumb.png.ccce85573688994a62733c7364c4f9e2.png

sokoboo_20191004.bin

 

 

 

Edited by Andrew Davie
Inability to leave well-enough alone, and general perfectionism
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On ‎10‎/‎2‎/‎2019 at 2:44 AM, spspspsp said:

 

Sokoban (1).jpg

Sokoban (2).jpg

Sokoban (3).jpg

Sokoban (4).jpg

 

On ‎10‎/‎4‎/‎2019 at 4:15 AM, spspspsp said:

 

Sokoban (2).jpg

Sokoban (1).jpg

Sokoban (3).jpg

Sokoban (4).jpg

Sokoban (5).jpg

Sokoban (6).jpg

I have to say, this looks surprisingly amazing on a real CRT monitor.  The colors and the overall image really pop!  I'm also fond of Andrew's new title screen (the older version with the pants, not the wonky Hawaiian Vacation version).  :lol:

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I finally got around to encoding the level, time, #moves into the 'code'.  That's the 12 digits that appear after you complete a level. Hopefully I got this right, and if you enter those 12 digits into the (future) web high score page, then that data will come through.

Anyone who cares to enter a few of the 12-digit "results" here - I'll have a go at translating them and tell you what level, # moves and how long it took you to complete that level. Or, alternatively, if you've totally made up a number to see if I can catch random junk.  I'm kind of betting the farm on the hope that nobody can reverse-engineer this (without actually disassembling the code)!

1338628877_ScreenShot2019-10-10at7_01_27pm.thumb.png.8f083a6eb140b0ac999203ac0c7c1308.png

sokoboo_20191010.bin

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