+atari2600land Posted June 17, 2020 Share Posted June 17, 2020 Idle hands are the Devil's workshop, or so they say. So I decided to try my hand at importing the arcade classic Tempest to INTV. I figured with the controller disc, it would be a good fit. Right now shooting is with any button and you can move left or right. The ship is an arrow because I suck at drawing. There are only 3 arrows in the code, but I (finally) managed to make it look like 8. The only problem is the background takes up 57(wow!) bitmaps. It sure doesn't look like that many, but oh well. tempest1.zip 10 Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted June 17, 2020 Share Posted June 17, 2020 I wonder if those new statements in Intybasic 1.4.1... BITMAP INVERSE, BITMAP MIRROR_X... could those be used to reduce the number of bitmaps needed in this case? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 18, 2020 Author Share Posted June 18, 2020 Got it down to 51 bitmaps. tempest2.zip 1 Quote Link to comment Share on other sites More sharing options...
Arenafoot Posted June 18, 2020 Share Posted June 18, 2020 Can't wait for this one @atari2600land!!!!! Quote Link to comment Share on other sites More sharing options...
Kiwi Posted June 18, 2020 Share Posted June 18, 2020 You can use colorstack mode and use the GROM cards to build the vector graphics to buy back GRAM. http://wiki.intellivision.us/index.php?title=Graphics_ROM 1 Quote Link to comment Share on other sites More sharing options...
carlsson Posted June 18, 2020 Share Posted June 18, 2020 6 hours ago, cmadruga said: I wonder if those new statements in Intybasic 1.4.1... BITMAP INVERSE, BITMAP MIRROR_X... could those be used to reduce the number of bitmaps needed in this case? From what I understand, those are only shorthands for not having to redraw your bitmaps. It means you use BITMAP INVERSE to tell the compiler that from now on, 1's means blank pixels and 0's means set pixels. Then you use BITMAP NORMAL to revert it. Same about MIRROR_X, instead of plotting your bitmap again you can give that directive and copy paste a graphic so it gets defined as mirrored. It is not like you save GRAM locations in any way, just reduce your work on the code. I'm not sure how many of the GROM symbols in Color Stack mode actually would be useful here. Working with 45 degree angles obviously saves some definitions, but won't look as good. 1 Quote Link to comment Share on other sites More sharing options...
artrag Posted June 18, 2020 Share Posted June 18, 2020 6 hours ago, atari2600land said: Got it down to 51 bitmaps. tempest2.zip 4.38 kB · 4 downloads You can use by far less gram by resorting to GROM cards. Copy GROM.BIN in the directory where you run Intycolor and use the correct mode. It will try by itself to use GROM whenever it is possible. Quote Link to comment Share on other sites More sharing options...
carlsson Posted June 18, 2020 Share Posted June 18, 2020 For fun, I made a slightly smaller graphic (64x64 pixels). It isn't as pretty as yours, but only uses 22 cards of which some might indeed exist in the GROM if you would want to switch to CS mode. You might want to make something inbetween that uses a few more cards for better graphics. tempest-64x64.bas tempest-64x64.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 18, 2020 Author Share Posted June 18, 2020 Switched to carlsson's graphic because it's way less smaller in size than what I had while at the same time looking almost exactly the same as what I had all along. I love it! I'll visit the 2600 Tempest site on atariprotos to see what kind of enemies I can make. Thanks, carlsson! As for a title, how about "Ultrapest"? tempest3.zip 1 Quote Link to comment Share on other sites More sharing options...
Keatah Posted June 18, 2020 Share Posted June 18, 2020 Megapest. Quote Link to comment Share on other sites More sharing options...
carlsson Posted June 18, 2020 Share Posted June 18, 2020 Williwaw! Quote Link to comment Share on other sites More sharing options...
Rev Posted June 18, 2020 Share Posted June 18, 2020 https://www.thesaurus.com/browse/tempest Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 18, 2020 Author Share Posted June 18, 2020 Worked on this a little more today. I added an enemy in. I call it a "popper" because if it gets to the top, a popping noise will happen and you'll lose a life. I am also planning (but not in the game yet) to make another type of enemy called a "zapper" because it shoots at you. But it will be a different shape. As for a name, I like "Tumult". It just sounds weird. tempest4.zip 3 Quote Link to comment Share on other sites More sharing options...
Zendocon Posted June 19, 2020 Share Posted June 19, 2020 Do look at GROM_CHA.txt and consider borrowing the characters in there to reduce the number of GRAM cards you're using to draw the vectors. About half of the available characters are just line-drawing and partially-filled boxes. If you don't have the file, I'll post it here. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 19, 2020 Author Share Posted June 19, 2020 I don't have that file. I am fine though with having just 22 bitmaps. Leaves a lot more room than the 51 or so I had earlier. Quote Link to comment Share on other sites More sharing options...
skywaffle Posted June 19, 2020 Share Posted June 19, 2020 (edited) This is looking promising! Something that can help with reducing the number of conditional statements, as well as more easily allow for different level shapes would be to use DATA statements to contain shipx, shipy, #shipshape, #xflip, and #yflip. At the end of the program, you'd want to store all these values into something like: ship_position_lookup_table: data 084,16,SPR58,0000,$800 data 108,28,SPR59,$C00,0000 data 120,53,SPR60,$400,0000 data 108,76,SPR59,$400,0000 data 084,88,SPR58,0000,0000 data 059,76,SPR59,0000,0000 data 048,52,SPR60,0000,$800 data 059,28,SPR59,0000,$800 And then replace all the if statements with something like: i = (dir * 5) - 5 shipx = ship_position_lookup_table(i) shipy = ship_position_lookup_table(i + 1) #shipshape = ship_position_lookup_table(i + 2) #xflip = ship_position_lookup_table(i + 3) #yflip = ship_position_lookup_table(i + 4) If you were to design additional levels of different shapes, it would be easy to add onto the table, and use an offset for each level to skip further into the table that would be added into the value of the variable named i. Edited June 19, 2020 by skywaffle Quote Link to comment Share on other sites More sharing options...
carlsson Posted June 19, 2020 Share Posted June 19, 2020 (edited) By the way, I realized by adding 4 GRAM characters it will allow you to extend the web to 9x9, 10x10, 11x11 or 12x12. At least up to 10x10 it looks decent. tempest-64x64.bas By the way, I looked into the actual GROM contents and I don't buy into the hype that you can make so much graphics out of it. In this case it contains the straight lines and slanted horizontal lines but not the vertical lines and no 45 degree diagonals, so at best I can only imagine you would save 8 GRAM by switching over to CS mode, with the peculiarities that mode has over FGBG mode. Edited June 19, 2020 by carlsson Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 24, 2020 Author Share Posted July 24, 2020 I decided that since there was a game kind of like Tempest already made, I decided to go a different route... 1 Quote Link to comment Share on other sites More sharing options...
Arenafoot Posted July 24, 2020 Share Posted July 24, 2020 2 hours ago, atari2600land said: I decided that since there was a game kind of like Tempest already made, I decided to go a different route... INTV Tempest is already done?????? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 24, 2020 Author Share Posted July 24, 2020 What was the name of that homebrew game where you go around in a circle and can go back and forth between upper and lower parts of a 3D screen? Quote Link to comment Share on other sites More sharing options...
artrag Posted July 24, 2020 Share Posted July 24, 2020 Do you mean Deep Zone? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 24, 2020 Author Share Posted July 24, 2020 Well, that, and there's another one. Quote Link to comment Share on other sites More sharing options...
Sinjinhawke Posted July 24, 2020 Share Posted July 24, 2020 Not Vectron???? I heard it was supposed to have been inspired by Tempest. Quote Link to comment Share on other sites More sharing options...
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