keithbk Posted May 19, 2020 Share Posted May 19, 2020 (edited) It's been awhile since I've done a Homebrew for the Atari, but I had an idea for a game that I've been floating around in my head for quite a while, so I'm throwing it out in case it makes someone think, "Oh, I like that; I want to make that game." If anyone ever played "Defender of the Crown," you will know that one of the "mini-games" is the assault on a castle... There really is no good "Assault a Castle" game for the Atari 2600, but conceptually it could be based loosely on Space Invaders (to a degree) and Breakout... Instead of a tank, of course, you have a catapult that moves from left to right. Up/Down joystick movements set the power of the shot while the fire button releases the catapult. Instead of aliens moving left/right, you have castle blocks. Castle blocks have to be hit from the top down. Design of the castle can be based on the bricks from Breakout/Super Breakout (arranged, of course, to look like a static castle). The shot is taken, the "stone" goes up above the wall line and comes down. If it comes down within a specific ratio from the top, it takes out the brick. Shoot too high, and it goes "over the wall" for a miss. Meanwhile, you dodge the arrows being fired from the castle. Sound like a fun idea? Catapult sprite code: Spoiler Frame0 .byte #%01000010;$F4 .byte #%01111110;$F2 .byte #%01011010;$F4 .byte #%00100100;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 Frame1 .byte #%01000010;$F4 .byte #%01111110;$F2 .byte #%01011010;$F4 .byte #%00011000;$F6 .byte #%00100100;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 Frame2 .byte #%01000010;$F4 .byte #%01111110;$F2 .byte #%01011010;$F4 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00100100;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 Frame3 .byte #%01000010;$F4 .byte #%01111110;$F2 .byte #%01011010;$F4 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00100100;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 Frame4 .byte #%01000010;$F4 .byte #%01111110;$F2 .byte #%01011010;$F4 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00100100;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 Frame5 .byte #%01000010;$F4 .byte #%01111110;$F2 .byte #%01011010;$F4 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00100100;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 Frame6 .byte #%01000010;$F4 .byte #%01111110;$F2 .byte #%01011010;$F4 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00100100;$F6 .byte #%00000000;$F6 .byte #%00000000;$F6 Frame7 .byte #%01000010;$F4 .byte #%01111110;$F2 .byte #%01011010;$F4 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00100100;$F6 .byte #%00000000;$F6 Frame8 .byte #%01000010;$F4 .byte #%01111110;$F2 .byte #%01011010;$F4 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00011000;$F6 .byte #%00100100;$F6 ;---End Graphics Data--- ;---Color Data from PlayerPal 2600--- ColorFrame0 .byte #$F4; .byte #$F2; .byte #$F4; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; ColorFrame1 .byte #$F4; .byte #$F2; .byte #$F4; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; ColorFrame2 .byte #$F4; .byte #$F2; .byte #$F4; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; ColorFrame3 .byte #$F4; .byte #$F2; .byte #$F4; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; ColorFrame4 .byte #$F4; .byte #$F2; .byte #$F4; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; ColorFrame5 .byte #$F4; .byte #$F2; .byte #$F4; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; ColorFrame6 .byte #$F4; .byte #$F2; .byte #$F4; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; ColorFrame7 .byte #$F4; .byte #$F2; .byte #$F4; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; ColorFrame8 .byte #$F4; .byte #$F2; .byte #$F4; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; .byte #$F6; ;---End Color Data--- Edited May 19, 2020 by keithbk 2 Quote Link to comment Share on other sites More sharing options...
Dionoid Posted May 19, 2020 Share Posted May 19, 2020 (edited) There is an existing homebrew game called Defend Your Castle, which features two catapults and two castles. But that game is two-players only, so I would think there is room for a single player castle-attacking game with the extra features you’re describing. Edited May 19, 2020 by Dionoid Quote Link to comment Share on other sites More sharing options...
KevKelley Posted May 19, 2020 Share Posted May 19, 2020 I had wondered if a Rampart could be ported... Quote Link to comment Share on other sites More sharing options...
keithbk Posted May 19, 2020 Author Share Posted May 19, 2020 Here's the image of the catapult I had come up with... Again, you adjust it up and down while moving side to side and launch it with the fire button. The higher the catapult, the shorter the vertical throw. Top bricks must be knocked down first with a fully-retracted catapult. Each launch leaves the catapult fully extended. Quote Link to comment Share on other sites More sharing options...
RamrodHare Posted May 19, 2020 Share Posted May 19, 2020 That catapult looks like it would be more interested in smashing the princess than the castle. LOL 1 Quote Link to comment Share on other sites More sharing options...
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