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rensoup

Unicorns season: Prince of Persia for the A8!

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6 hours ago, rensoup said:

Thanks, l I haven't got everything worked out but whatever priority I choose, over/under the playfield, I have to do more real time shifting mirroring (slow), plus that's going to require a lot of mem (don't have enough yet) so there may be quite a bit of preliminary work involved.

Then it's quite possible the frames may be to large for 2 PMGs for the hero, so may need repositioning/Size change with DLIs moving up and down to depending on the Y pos. This needs to be done for each character. And it has to be mixed with fixed DLIs for special item recoloring.

That's the main joy for me working on this platform, overcoming the limitations to get the best out of the hardware. Easy is boring :)

46 minutes ago, rensoup said:

Yeah but the stubborn coder would tell the business man the game won't be released unless it has PMGs and consumes every damn byte and CPU cycle available 😁

Nice one. I like that attitude 👍

1 hour ago, rensoup said:

I'm guessing on C64 you only need to copy the frames to a dedicated sprite area (not familiar with the C64 at all)

I'd assumed you'd come from the c64 scene. What platforms have you developed for previously?

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2 hours ago, adam1977 said:

Get a life mate and stop trying to derail this thread...

 

Guys like you would keep threads from being derailed , if you stop being Jesters.

 

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2 hours ago, rensoup said:

The most common pillars are aligned but there's another type which isn't, then you have gates and a bunch more objects which have to be properly masked, they don't need to be shifted or mirrored though.

 

I doesn't matter if you use OVER or UNDER priority. it's going to suck CPU time either way.

 

If the Object is "under" or behind some other object, you have to do additional calculations.

If the Object is in front of other objects, you just can draw it.

The PMg has the hardware priority.

The BBC Engine has solved a lot priority issues by handling the graphics "in byte boundaries". That's why the "Masking" in the software sprites is working (as the GIFs show)

Well, the original Apple Game does it also, but the 7 bit width needed to redraw the graphics.

On the C64 they kept the content size , because the Sprites helped to solve that.

 

 

2 hours ago, rensoup said:

I was leaning towards the OVER solution but after writing this I might just go with UNDER 🤔

I'm looking forward for your solution.

 

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I revamped my older attempt at PoP graphics, reducing the number of colours to 4 and polishing some parts a bit. It is also adjusted a bit better to character boundaries so 5-colour mode could be possibly used. I added TIX's awesome sprite in to check the proportions.

prince8.png

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Hello,

 

Great project! Is this game planned to work on a standard Atari computer? Or will it need memory/hardware expansions? Which ones?

 

Regards,

 

- Y -

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I have to say, the more I read/get involved in this project, the more excited I get!
Really looking forward for this one once it is finished!

 

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7 hours ago, Tezz said:

I'd assumed you'd come from the c64 scene. What platforms have you developed for previously?

started on the ST, did a bit of SNES too and x86 and a bunch more after that 😎

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4 hours ago, pseudografx said:

I revamped my older attempt at PoP graphics, reducing the number of colours to 4 and polishing some parts a bit. It is also adjusted a bit better to character boundaries so 5-colour mode could be possibly used. I added TIX's awesome sprite in to check the proportions.

prince8.png

5 hours ago, Defender_2600 said:

Just an example in 4 colors (160 x 192) that I derived from the Macintosh version. It could also be reduced to 3 colors.

 

 

1094136207_PrinceofPersiafortheA8v2.thumb.PNG.c9118f0d291e9d2557f0eb30a267f4b5.PNG

well I'm storing everything compressed with deflate on disk. The  levels graphics take about 6KB so it may be possible to store an alternate set 😯... I haven't decided it on using priority 0 or not, which would impose restrictions on the palettes.

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4 hours ago, Yautja said:

Great project! Is this game planned to work on a standard Atari computer? Or will it need memory/hardware expansions? Which ones?

On 11/26/2019 at 7:33 PM, rensoup said:

-The target is a stock Atari 130XE (128KB of RAM) on a single 128KB floppy.

 

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2 hours ago, VinsCool said:

I have to say, the more I read/get involved in this project, the more excited I get!
Really looking forward for this one once it is finished!

 

That's because you haven't been through 50 iterations of the tunes yet 😈

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9 hours ago, rensoup said:

Yeah but the stubborn coder would tell the business man the game won't be released unless it has PMGs and consumes every damn byte and CPU cycle available 😁

hehe... now that sounds familiar (remembering days in the office ;)) balance out budget/time/features... :D

 

 

 

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@rensoup, first of all, kudos for this attempt, and having @TIX by your side - well we can all see the awesome outcome!

 

you've mentioned in your post that you are using packed,de-packed - I guess you mean packing the levels and de packing them in real time right?

can you share some information about it?

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16 minutes ago, Yaron Nir said:

@rensoup, first of all, kudos for this attempt, and having @TIX by your side - well we can all see the awesome outcome!

 

you've mentioned in your post that you are using packed,de-packed - I guess you mean packing the levels and de packing them in real time right?

can you share some information about it?

Thanks!

 

Regarding depacking, I'm just depacking after loading the level, there's no depacking every frame or every screen if that's what you mean

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1 minute ago, rensoup said:

Thanks!

 

Regarding depacking, I'm just depacking after loading the level, there's no depacking every frame or every screen if that's what you mean

In the example gifs you can see when you move from level to level there is a short flicker till next level is drawn, so I was wondering if this is a side effect of de-packing.....

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8 minutes ago, Yaron Nir said:

In the example gifs you can see when you move from level to level there is a short flicker till next level is drawn, so I was wondering if this is a side effect of de-packing.....

Ah I see, no that's just me being sloppy, first versions were single buffered and I wasn't switching the screen off, it's a bit cleaner now!

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All I can say is bring it on!

 

And if it takes a 1 Meg cartridge and/or 320K Ram then so be it.

Quality over compromises.

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That is looking so damn sweet...Great work Rensoup and Tix..Oh, and the people throwing idea's...

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1 minute ago, Rybags said:

All I can say is bring it on!

 

And if it takes a 1 Meg cartridge and/or 320K Ram then so be it.

Quality over compromises.

Whilst I agree you don't want to alienate people as well...I'm just grateful I got the Syscheck and have a shed load of ram :)

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2 hours ago, rensoup said:

started on the ST, did a bit of SNES too and x86 and a bunch more after that 😎

Not wanting to derail this but what did you do on the Snes, the nick sounds familiar.....PM if you don't want the thread diluted..

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