cd-w #326 Posted September 8, 2005 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. 927010[/snapback] Thanks for the screenshot - I do think that the 2600 version looks at least as good as this The only thing that I don't do is the pseudo-3D effect, but I am not particularly concerned about this. Thomas demonstrated a 3D-effect kernel earlier, but it would be difficult to make this work in my version. Chris Quote Share this post Link to post Share on other sites
mos6507 #327 Posted September 13, 2005 I'm very impressed. I can't wait to see this and Leprechaun completed. Don't be afraid to target this game to just the Supercharger. I'm working with someone on a board design that should enable AtariAge to offer preloaded Supercharger homebrew cartridges that self-load off of flash memory. More details to come. Quote Share this post Link to post Share on other sites
cd-w #328 Posted September 13, 2005 (edited) I'm very impressed. I can't wait to see this and Leprechaun completed.Don't be afraid to target this game to just the Supercharger. I'm working with someone on a board design that should enable AtariAge to offer preloaded Supercharger homebrew cartridges that self-load off of flash memory. More details to come. 930493[/snapback] Thanks - I am also keen to see how Leprechaun turns out. I have just posted a new version on my blog which contains what I hope is the completed kernel. I eventually removed the self-modifying code as it was more efficient to use indirect indexing, but I will be using the SC features elsewhere. The board design also sounds very interesting. Chris Edited September 16, 2005 by cd-w Quote Share this post Link to post Share on other sites
supercat #329 Posted September 17, 2005 Here's a little demo I did to show (1) use of striped playfields to add color, and (2) use of sprite-data masking to allow more complex foreground/background relationships than would otherwise be practical. Control the flashing man with a joystick (left/right only) and observe that he goes behind the pillar, in front of the "POP" logo, and behind the wall, but is visible through the window. All of the foreground/background relationships are pixel-perfect. POP50917.ZIP Quote Share this post Link to post Share on other sites
supercat #330 Posted September 18, 2005 Revised to fix scan line count and add some more interest to the background. P2_50917.ZIP Quote Share this post Link to post Share on other sites
mos6507 #331 Posted September 18, 2005 Revised to fix scan line count and add some more interest to the background. 933573[/snapback] Impressive. I would like to see this in full screen. Is this layering used as a factor in the gameplay? I think while you are able to do more complicated backgrounds, the dithering makes it hard to make out actual details. It might look better by just dithering one shade over black. Quote Share this post Link to post Share on other sites
miker #332 Posted February 4, 2006 Hmmm... I wonder if anyone did anything about PoP within last 5 months. Quote Share this post Link to post Share on other sites
cd-w #333 Posted February 5, 2006 Hmmm... I wonder if anyone did anything about PoP within last 5 months. 1012833[/snapback] The last version that I produced was in October (around 3->4 months ago). I have attached the binary to this message. The project is currently stalled as the sprite artist has disappeared, and I have other commitments at the moment. Chris popspikes.bin Quote Share this post Link to post Share on other sites
MrFish #334 Posted February 5, 2006 Hmmm... I wonder if anyone did anything about PoP within last 5 months. 1012833[/snapback] The last version that I produced was in October (around 3->4 months ago). I have attached the binary to this message. The project is currently stalled as the sprite artist has disappeared, and I have other commitments at the moment. Chris 1013113[/snapback] This looks very good! The "look and feel" is definitely there, and the level mechanics are working. The door opens to enter the next level. Can you actually get to the next level? Quote Share this post Link to post Share on other sites
Atariboy2600 #335 Posted February 5, 2006 WOW!! This game have to be done After seeing this I gone back and turn my Apple lle I have on floppy Quote Share this post Link to post Share on other sites
cd-w #336 Posted February 6, 2006 This looks very good! The "look and feel" is definitely there, and the level mechanics are working.The door opens to enter the next level. Can you actually get to the next level? 1013263[/snapback] Thanks - there is only 1 level at the moment, so you can't get past this door. Chris Quote Share this post Link to post Share on other sites
miker #337 Posted February 10, 2006 Great work! Hope to see it finished. Quote Share this post Link to post Share on other sites
Heaven/TQA #338 Posted February 10, 2006 Miker... what about doing an A8 version??? Quote Share this post Link to post Share on other sites
miker #339 Posted February 12, 2006 Hehe - why not. Coz Jaffar sucks... Quote Share this post Link to post Share on other sites
Atariboy2600 #340 Posted May 24, 2006 has there any new info on this Pop 2600 game? Please say yes Quote Share this post Link to post Share on other sites
cd-w #341 Posted May 24, 2006 (edited) has there any new info on this Pop 2600 game? Please say yes Not much I'm afraid Legeek produced some nice sprite frames which are shown in his blog. However, I haven't made any more progress on the coding. The main stumbling blocks are a lack of sprites and a lack of space on the supercharger. Chris Edited May 24, 2006 by cd-w Quote Share this post Link to post Share on other sites
vdub_bobby #342 Posted May 24, 2006 The main stumbling blocks are [...] a lack of space on the supercharger. I found this to be true as well. The SC tricks you into thinking BIG but then you realize that 6K isn't really that big, regardless of how much of it is RAM. Quote Share this post Link to post Share on other sites
+batari #343 Posted May 24, 2006 The main stumbling blocks are [...] a lack of space on the supercharger. I found this to be true as well. The SC tricks you into thinking BIG but then you realize that 6K isn't really that big, regardless of how much of it is RAM. Yeah, this is why my SC game has hovered at 95% done for the past month or two. Right now, the only way to add more features is with self-modifying code (more than is there already, that is.) Quote Share this post Link to post Share on other sites
vdub_bobby #344 Posted May 24, 2006 The main stumbling blocks are [...] a lack of space on the supercharger. I found this to be true as well. The SC tricks you into thinking BIG but then you realize that 6K isn't really that big, regardless of how much of it is RAM. Yeah, this is why my SC game has hovered at 95% done for the past month or two. Right now, the only way to add more features is with self-modifying code (more than is there already, that is.) I've found that you really have to think a little differently to come up with a good "SC" game idea. To go to the trouble of using the SC, you want to take advantage of that RAM and the possibilities, but your idea has to fit into discrete 6K chunks. I think Eric B's Leprechaun game is close to a perfect candidate for the SC. It is hard, though, to go from thinking in terms of 8K+ with 128 bytes of RAM to thinking in terms of a hard 6K cap on ROM with all of it RAM. Quote Share this post Link to post Share on other sites
Ringman #345 Posted June 5, 2006 (edited) Ok what were the links to the original POP sprites? I might be able to tackle the art on this depending on how much work is involved, but don't get your hopes up. Edited June 5, 2006 by Ringman Quote Share this post Link to post Share on other sites
Thomas Jentzsch #346 Posted June 5, 2006 Ok what were the links to the original POP sprites? I might be able to tackle the art on this depending on how much work is involved, but don't get your hopes up. IIRC I posted them in this thread. Quote Share this post Link to post Share on other sites
+Nathan Strum #347 Posted June 5, 2006 Before you gets started, you should know that someone's already been working on them. Quote Share this post Link to post Share on other sites
+legeek #348 Posted June 16, 2006 Before you gets started, you should know that someone's already been working on them. And that someone really needs to get off his ass ! Cheers, Ben Quote Share this post Link to post Share on other sites
Ringman #349 Posted July 10, 2006 Ok that's cool. Good luck with that. Quote Share this post Link to post Share on other sites
Atariboy2600 #350 Posted January 26, 2007 Hum any news on this game? Quote Share this post Link to post Share on other sites