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Arcade Pong now with sound!


djmips

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Here it is with sound. All of the sounds are pretty much straight square waves with some envelope modulation.

 

The interesting thing is that the missed ball sound is about a B3 for 400ms (24 frames). But it is LFO modulated (amplitude) at 120Hz. I tried 60Hz and it sounded all right, but I wanted it to be better.

 

What I did was update the sound envelope twice per frame. Once before start of display (after Vertical Blank) and once after display (before Overscan). This isn't quite 50/50 (more like 70/30) but it actually sounds pretty good.

 

I'm pleased that it turned out.

 

The paddle hit is a B4 for 16.6ms (1 frames) and also has a bit of an envelope but it would require at least a 240Hz update to get it close. I chose to give it a bit of an attack but not the decay.

 

The wall hit is a B3 but just a straightfoward square wave for 33.3ms (2 frames). There is no envelope.

 

Well there it is. The Arcade Pong sounds, as accurate as I can make them. Don't think I ever got to play Pong in an arcade so this is as close as I'll get maybe. ;-)

 

Next up is more gameplay improvements. This includes:

- the ball colliding with the paddle in the different zones,

- the various ball speeds.

- the paddles not having the full vertical range

- serve delays

- game over detection

- game start detection

- attract mode

 

Once this is all done, you can start mocking up your Pong cabinets, add a TV and a junior, install the paddles in the cabinet and... well maybe not. ;-)

 

Edited to post in the source:

 

 

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That's pretty cool. What's interesting, is it doesn't "feel" like a 2600 game. It seems more like I'm playing it in MAME, than Stella.

 

This would be great on an old B&W TV. :D

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Neat that you felt that!

 

I'm really going to keep it austere. There will be no settings. No AI. No title screen. The cart will start up and it will be in attract mode.

 

You press either button and the game starts.

 

I've realized that there are usually two ways you can go with the 2600, either you can try and make a game that just makes people sit back and go "I didn't think that was possible on a 2600" or you can try to make a game that really fits into the vibe of the time that the 2600 was in its prime. The third way is a road less taken, try to make a game on the 2600 that feels even more ancient than the 2600. :-)

 

My first major release was the Amiga ball demo and it was definately going for the first reaction.

 

I was trying for the third road with the Mattel Football handheld game running on the 2600.

 

The attraction here is to make a game that looks simpler than even the 2600. Strange thing though, the kernel is actually very complicated and there really aren't any spare cycles! (kudos to bob)

 

 

I've got a version here now that has working variable velocity for the ball and associated collision changes, and with that I'm now ready to implement the various rebound angles from the paddle.

 

I still don't know exactly how the speed should vary as the game progresses.... anybody?

 

- David

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