Heaven/TQA #1 Posted May 20, 2004 here it is... i just forgot a simple CLI... as g2f kernel sets the interrupt flag... i still want to improve the g2f pictures and insert a RMT module at the beginning... and last but not least pack it with superpacker... can some of you test the gameplay if the levels are not corrupt due to the patching? you can exit the g2f by pressing START... (how can i check if ANY key is pressed? i would like to use SPACE like in the main menu of thrust... instead of start) have fun... thrusti.zip Quote Share this post Link to post Share on other sites
Heaven/TQA #2 Posted May 20, 2004 and if someone can improve the g2f... here it is... as i am not a star in covering bad lines... and here it is the new title screen... do you want to have a trainer as well? (thrust+)? thrustg2f.zip Quote Share this post Link to post Share on other sites
emkay #3 Posted May 20, 2004 here it is... i just forgot a simple CLI... as g2f kernel sets the interrupt flag... i still want to improve the g2f pictures and insert a RMT module at the beginning... and last but not least pack it with superpacker... can some of you test the gameplay if the levels are not corrupt due to the patching? you can exit the g2f by pressing START... (how can i check if ANY key is pressed? i would like to use SPACE like in the main menu of thrust... instead of start) have fun... While "optimizing" Thrust you may import the C64 tune and switch the game to high-resolution with PM underlays... Quote Share this post Link to post Share on other sites
Heaven/TQA #4 Posted May 20, 2004 i guess the 2600 port is even better than the xl one... Quote Share this post Link to post Share on other sites
Heaven/TQA #5 Posted May 20, 2004 hehehe... the c64 seems really highres... Quote Share this post Link to post Share on other sites
emkay #6 Posted May 20, 2004 hehehe... the c64 seems really highres... The whole level-design is build for hires(320x200)... even on the A8 and you don't see what is necessary for the gameplay as it was intended by the designers. Quote Share this post Link to post Share on other sites
bjk7382 #7 Posted May 20, 2004 can some of you test the gameplay if the levels are not corrupt due to the patching? I got to level 11 before I died. With a score of 86,300 I didn't see anything "corrupt" but I still think the game sucks on this system Quote Share this post Link to post Share on other sites
ZylonBane #8 Posted May 20, 2004 The whole level-design is build for hires(320x200)... even on the A8 and you don't see what is necessary for the gameplay as it was intended by the designers. Do you spew nonsense like this on purpose, or are you really this scatter-brained? Simply halving the horizontal resolution doesn't affect the gameplay of Thrust at all. Even the 2600 version, which runs at 1/8 the horizontal resolution, plays fine. Quote Share this post Link to post Share on other sites
emkay #9 Posted May 20, 2004 Do you spew nonsense like this on purpose, or are you really this scatter-brained? Simply halving the horizontal resolution doesn't affect the gameplay of Thrust at all. Even the 2600 version, which runs at 1/8 the horizontal resolution, plays fine. Do you allways talk or write to yourself? You can do so without writing into this forum. Quote Share this post Link to post Share on other sites
emkay #10 Posted May 20, 2004 2600 Thrust C16 Thrust http://plus4.emucamp.com/sd.php?pid=10700 Quote Share this post Link to post Share on other sites
emkay #11 Posted May 20, 2004 As you might see on the screenshots (and link) above, the A8 version does not show all substantial elements (horizontal. and vertical.) for the correct playability. Even the C16 version is done in "hires" and the 2600er version has the correct aspect ratio at least. Quote Share this post Link to post Share on other sites
ZylonBane #12 Posted May 20, 2004 Yes, I know the A8 got a craptasic port of Thrust. The fact that they distorted the levels was entirely due to programmer laziness, not anything magical about the original resolution. There's a big difference between saying something was designed AT a given resolution, and saying it was designed FOR a given resolution. Please say something nonsensical in response to this post. Quote Share this post Link to post Share on other sites
emkay #13 Posted May 20, 2004 There's a big difference between saying something was designed AT a given resolution, and saying it was designed FOR a given resolution. And there is a big difference if you can move 160 or 320 pixels horizontally. The game is simply spreaded to the double to have the same "game" resolution... so it works exactly as the designers intended with their levels. Reducing the resolution does make the playability less exactly. T.Jentsch must have heavily cheated on the 2600 version which seems to be a lot easier than the C16, C64, ST, AMIGA versions. Quote Share this post Link to post Share on other sites
miker #14 Posted May 21, 2004 Then maybe somebody make a patch to play this games in hi-res. In g2f times i thiink it's at least possible... Quote Share this post Link to post Share on other sites
Thomas Jentzsch #15 Posted May 21, 2004 T.Jentsch must have heavily cheated on the 2600 version which seems to be a lot easier than the C16, C64, ST, AMIGA versions. Easier? Quote Share this post Link to post Share on other sites
emkay #16 Posted May 21, 2004 T.Jentsch must have heavily cheated on the 2600 version which seems to be a lot easier than the C16, C64, ST, AMIGA versions. Easier? Nice to see that you are interested in this thread Can you explain by some simple words what was necessary to convert the Game-resolution? Quote Share this post Link to post Share on other sites
Thomas Jentzsch #17 Posted May 21, 2004 Easier? Nice to see that you are interested in this thread Can you explain by some simple words what was necessary to convert the Game-resolution? Yes, but only after you answer my question. Quote Share this post Link to post Share on other sites
emkay #18 Posted May 21, 2004 Easier? Nice to see that you are interested in this thread Can you explain by some simple words what was necessary to convert the Game-resolution? Yes, but only after you answer my question. Hm... The movement ist faster and the balancing between Ship and cargo is more simple to adjust. The Enemy-bases are shooting less precisely. My personal problem when playing Thrust is to eliminate the bases and been blasted away "myself" before eliminating them. This problem is not there in the "2600 Thrust" . Quote Share this post Link to post Share on other sites
Thomas Jentzsch #19 Posted May 21, 2004 The movement ist faster and the balancing between Ship and cargo is more simple to adjust. Yes, that's probably due to having to simplify the physics quite a bit. The Enemy-bases are shooting less precisely. Actually the are shoting totally random. My personal problem when playing Thrust is to eliminate the bases and been blasted away "myself" before eliminating them. This problem is not there in the "2600 Thrust" . Due to hardware limitations there are only two simultaneous enemy shots allowed. Combined with random shooting this makes the bases less dangerous. I hope the game is not too easy for you. Back to your question: The biggest problem was the scrolling cave. Fortunately the cave doesn't need the full 320 pixel resolution, since the line lengths are always multiples of 4, so the effective resolution was only 80x4 pixel. Unfortunately the playfield graphics allow only 40 pixel. But to make the kernel work, I had to reduce the number of lines anyway. So by deleting every 2nd line, the result matches the playfield graphics exactly. The scrolling effect was a problem, because I couldn't smooth scroll horizontally. Only in coarse 4 pixel steps, which IMO doesn't look very good (e.g. 2600 Vanguard). So I am using "delayed scrolling" now, waiting until the ship gets close to a border and then rapidly (30Hz) scroll until the ship is close to the opposite border. AFAIK this tricks is new for the 2600 and I was quite proud of it (though IIRC I got the idea from the C64 original). For the other objects I had to experiment a bit to make them smaller (only 8 pixel wide, single color). Especially the rotating ship graphics took quite a while until they looked ok. To avoid objects being on the same horizontal space (which would have required flickering them), the level layouts had to be changed slightly. But I kept them as close as possible to the C64 original. In a nutshell: I was quite lucky, since the original C64 game was a very good choice for a port. Quote Share this post Link to post Share on other sites
Tezz #20 Posted May 21, 2004 Hey Heaven. ... Nice to see revamped & patched games.. more more.. As for revamping the actual in-game graphics, sounds like quite an undertaking. I suppose a mono 320x160 C64 port would be quite possible with PM overlays added. All power to you if you have the programming skills to rip these games apart. Quote Share this post Link to post Share on other sites
Heaven/TQA #21 Posted May 22, 2004 the next one is in preparation... Quote Share this post Link to post Share on other sites
TMR #22 Posted May 22, 2004 I suppose a mono 320x160 C64 port... 320x200... For porting purposes, check the C16 version; it runs totally without hardware sprites and is a more accurate conversion of the game. =-) Quote Share this post Link to post Share on other sites
Tezz #23 Posted May 23, 2004 Hey Heaven... Here's a revamped C64 Thrust Title screen.. I really had to get rid of the nasty dithering !! .. We have more shading available of course with our beloved A8.. Gotta say the mighty Rob's title music seems relatively easy to recreate in RMT.. Will do that soon... thrust_tezz_revamp.zip Quote Share this post Link to post Share on other sites
Tezz #24 Posted May 23, 2004 TMR 320x200... For porting purposes, check the C16 version; it runs totally without hardware sprites and is a more accurate conversion of the game. =-) Yes the C16 version is much better. It would be great to see a "Graphics 8" version on the A8 even in mono without overlays. The out of proportion screen layout on the released A8 version was disapointing but us A8 users were used to being let down. Quote Share this post Link to post Share on other sites
Heaven/TQA #25 Posted May 23, 2004 tezz... i will post a new thrusti v1.1 version later tonight... thanks for the updated thrust g2f... Quote Share this post Link to post Share on other sites