cd-w Posted September 8, 2005 Share 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 Link to comment Share on other sites More sharing options...
mos6507 Posted September 13, 2005 Share 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 Link to comment Share on other sites More sharing options...
cd-w Posted September 13, 2005 Share 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 Link to comment Share on other sites More sharing options...
supercat Posted September 17, 2005 Share 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 Link to comment Share on other sites More sharing options...
supercat Posted September 18, 2005 Share Posted September 18, 2005 Revised to fix scan line count and add some more interest to the background. P2_50917.ZIP Quote Link to comment Share on other sites More sharing options...
mos6507 Posted September 18, 2005 Share 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 Link to comment Share on other sites More sharing options...
miker Posted February 4, 2006 Share Posted February 4, 2006 Hmmm... I wonder if anyone did anything about PoP within last 5 months. Quote Link to comment Share on other sites More sharing options...
cd-w Posted February 5, 2006 Share 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 Link to comment Share on other sites More sharing options...
+MrFish Posted February 5, 2006 Share 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 Link to comment Share on other sites More sharing options...
Atariboy2600 Posted February 5, 2006 Share 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 Link to comment Share on other sites More sharing options...
cd-w Posted February 6, 2006 Share 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 Link to comment Share on other sites More sharing options...
miker Posted February 10, 2006 Share Posted February 10, 2006 Great work! Hope to see it finished. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted February 10, 2006 Share Posted February 10, 2006 Miker... what about doing an A8 version??? Quote Link to comment Share on other sites More sharing options...
miker Posted February 12, 2006 Share Posted February 12, 2006 Hehe - why not. Coz Jaffar sucks... Quote Link to comment Share on other sites More sharing options...
Atariboy2600 Posted May 24, 2006 Share Posted May 24, 2006 has there any new info on this Pop 2600 game? Please say yes Quote Link to comment Share on other sites More sharing options...
cd-w Posted May 24, 2006 Share 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 Link to comment Share on other sites More sharing options...
vdub_bobby Posted May 24, 2006 Share 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 Link to comment Share on other sites More sharing options...
+batari Posted May 24, 2006 Share 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 Link to comment Share on other sites More sharing options...
vdub_bobby Posted May 24, 2006 Share 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 Link to comment Share on other sites More sharing options...
Ringman Posted June 5, 2006 Share 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 Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted June 5, 2006 Share 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 Link to comment Share on other sites More sharing options...
+Nathan Strum Posted June 5, 2006 Share Posted June 5, 2006 Before you gets started, you should know that someone's already been working on them. Quote Link to comment Share on other sites More sharing options...
legeek Posted June 16, 2006 Share 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 Link to comment Share on other sites More sharing options...
Ringman Posted July 10, 2006 Share Posted July 10, 2006 Ok that's cool. Good luck with that. Quote Link to comment Share on other sites More sharing options...
Atariboy2600 Posted January 26, 2007 Share Posted January 26, 2007 Hum any news on this game? Quote Link to comment Share on other sites More sharing options...
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