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Anyone thirsty for some PoP?

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So no one did any actual game code in the end? (other than the graphic kernel samples posted in the thread) That's too bad. My 2600 programming skills are at beginner level at best, but if I can help out let me know.

Edited by Dones

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So no one did any actual game code in the end? (other than the graphic kernel samples posted in the thread) That's too bad. My 2600 programming skills are at beginner level at best, but if I can help out let me know.

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The thing is...there's no one to help out - it isn't anyone's project. It was kind of Adam's project, but he pretty clearly bowed out.

 

If you want to take up the project, you're welcome to the work I did in my kernel; I think I posted a reasonably recent version of the source code in this thread and maybe in the programming forum as well. But if you are serious about coding PoP you will probably want Thomas' source and not mine.

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I don't think anyone volunteered for graphic work either - though maybe Nathan Strum did and I don't recall correctly.  I know Adam bowed out.

 

I was going to take a stab at converting some sprites, but then it seemed interest in the whole thing just fizzled out so I never got around to it.

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The thing is...there's no one to help out - it isn't anyone's project.  It was kind of Adam's project, but he pretty clearly bowed out.

 

If you want to take up the project, you're welcome to the work I did in my kernel; I think I posted a reasonably recent version of the source code in this thread and maybe in the programming forum as well.  But if you are serious about coding PoP you will probably want Thomas' source and not mine.

903955[/snapback]

 

Perhaps this would be a good project to do in batari basic, since the majority of the effort will be in the gameplay mechanics and graphics. If the kernel could be grafted on somehow, and the RAM/ROM limits relaxed then I think this would probably be doable, or perhaps I am getting carried away :)

 

Chris

Edited by cd-w

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vdub: I want to contribute but I would be lying if I told you I could program the game code all by myself.

 

I had gone through Andrew's assembly atari classes (you might find a few posts I made there) and done most of the exercises. It was a great course but I couldn't keep up with the increasing learning curve (specially around the technicolor technique). I am not blaming my lack of skills on that though. I certainly wouldn't know a thing about atari assembly if it weren't for Davie's course.

 

Most complicated thing I could manage to do on my own was an assymetric field with a little single sprited stick guy controller by joystick. The little sprite would do weird things when reaching the edges of the screen. I tried to simplify my input reading code but most of it eat up my kernel to the point I could not do or draw anything else. On my own I could just not figure out how to shrink the code (it was already small by own thinking). I just don't have the experience people like kisrael and andrew davie do. They probably look at assembly code, throw knowing looks at it and say "ahhh! there it is!" :lol: I am just not at that level assembly wise.

Edited by Dones

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Hey is this something that could be done in Batari Basic if TJ's kernel was integrated into bB?

904059[/snapback]

As bB is now? I doubt it. Reread the thread; the sprite/room data was projected to take upwards of 8K all by itself.

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So no one did any actual game code in the end? (other than the graphic kernel samples posted in the thread) That's too bad. My 2600 programming skills are at beginner level at best, but if I can help out let me know.

903938[/snapback]

The thing is...there's no one to help out - it isn't anyone's project. It was kind of Adam's project, but he pretty clearly bowed out.

 

If you want to take up the project, you're welcome to the work I did in my kernel; I think I posted a reasonably recent version of the source code in this thread and maybe in the programming forum as well. But if you are serious about coding PoP you will probably want Thomas' source and not mine.

903955[/snapback]

 

Well, if anyone IS going to take up coding on this project and all that's stopping them is converting the sprites, I'd be more than happy to do that. I've only done the sprites to a few games thus far (all by cd-w) but I think I can handle this project.

 

Below are the sprites I did for Chris's Hunchy and Hunchy II. They are done in a slightly cartoony style... so the only ones that are indicative of what I might do for PoP are the Esmeralda sprites. If anyone's interested, let me know.

post-6801-1123112093_thumb.png

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Below are the sprites I did for Chris's Hunchy and Hunchy II.  They are done in a slightly cartoony style... so the only ones that are indicative of what I might do for PoP are the Esmeralda sprites.  If anyone's interested, let me know.

904075[/snapback]

 

Hey did you do the animation and graphics for that lady in the beginning of hunchy II? Is that Esmeralda?

 

If so that was a seriously nice job you did. I could really imagine her flowing gown.

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Hey is this something that could be done in Batari Basic if TJ's kernel was integrated into bB?

904059[/snapback]

As bB is now? I doubt it. Reread the thread; the sprite/room data was projected to take upwards of 8K all by itself.

904072[/snapback]

 

 

Yeah, I see that this will be quite a project. I was just thinking that it would be cool if bB could be used for some of the projects that none of the "first string" developers were interested in :)

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Below are the sprites I did for Chris's Hunchy and Hunchy II.  They are done in a slightly cartoony style... so the only ones that are indicative of what I might do for PoP are the Esmeralda sprites.  If anyone's interested, let me know.

904075[/snapback]

 

Hey did you do the animation and graphics for that lady in the beginning of hunchy II? Is that Esmeralda?

 

If so that was a seriously nice job you did. I could really imagine her flowing gown.

904077[/snapback]

 

Yep, that was me... and thank you.

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Yeah, I bowed out partly for time concerns but also because my interest was to create an iconic-styled game and the consensus seemed more interested in faithful rotoscoping. I don't think anyone really has ownership of the project now, although I'd consider vdub and Thomas to be closest to it. If anyone does take up the reigns, feel free to use any art or ideas I put down here.

 

- Adam

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You can always use my kernel if you want to.

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Thomas,

 

The latest version of your kernel that I could find is pop019.zip. Is this the last one that you produced, or is there a more recent one?

 

Chris

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The latest version of your kernel that I could find is pop019.zip.  Is this the last one that you produced, or is there a more recent one? 

Attached is the most recent one.

 

Not too many changes. I just experimented with 2 sprites for one player.

PoP022.zip

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I have been doing some coding on the PoP project, together with jussts who has produced some fantastic sprite graphics. A screenshot of the current version is attached below. I am intending to chronicle the devlopment of the project in my AtariAge blog to avoid cluttering this thread. At the moment, you can download the latest source and binary for the game there. It is a Supercharger game (eventually it will multi-load) and I have produced a new kernel and encoded the screens from the first level of the game. Anyway, let me know if you have any suggestions or comments?

 

Chris

 

post-6563-1126103173_thumb.jpg

post-6563-1126098707_thumb.jpg

Edited by cd-w

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I have been doing some coding on the PoP project, together with jussts who has produced some fantastic sprite graphics.  A screenshot of the current version is attached below.

Looking cool! :thumbsup: Is it based on my code?

 

The blog doesn't work for me. :(

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Looking cool! :thumbsup: Is it based on my code?

The blog doesn't work for me. :(

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It is not directly based on your version in that I didn't cut/paste any code (apart from the torch sprite). However, I did read through your code very carefully and many of the ideas are similar/the same - I hope this is fine with you? I was orginally intending to use your code, but I had to make many chages for the Supercharger. What problem are you having with the blog? Is it just the link, or is there a problem with the download? If the link doesn't work, you should be able to select "Blogs" at the top of the screen and then select "The Southsider" blog. I have attached the Zip file to this message also.

 

Chris

pop01.zip

Edited by cd-w

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wow that does look awesome. at the same time, though, it sort of looks like a hero hack :-) cant wait to see this finished though, great work!

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This is going to be absolutely GREAT!

BTW: Blog working now! :)

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Thanks - I really hope that I can make this work! The difficult stuff is still to come though :) I have no idea how to do the collision detection yet, and the sprite animations and object tracking (e.g. falling blocks) are going to be a real pain.

 

Chris

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This is going to be absolutely GREAT!

BTW: Blog working now! :)

926823[/snapback]

 

Thanks - I really hope that I can make this work! The difficult stuff is still to come though :) I have no idea how to do the collision detection yet, and the sprite animations and object tracking (e.g. falling blocks) are going to be a real pain.

 

Chris

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Very cool! I used to have this game on my Apple II back in the day (the first version ever released) and it was very impressive looking. I hadn't been following the original work on this because it looked so plain in comparison. I mean, much of the appeal of POP was that it looked so good. I think the quality is right up there with the Apple.

 

Original Apple version:

princeofpersia_2.jpg

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