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2600 Mockups Wanted!


Cybergoth

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Not aware of any reason to NOT shoot in Robotron anyway.

 

Especially on the early Brain waves you want to clear the Brains, leaving a few grunts and as many uncollected humans as possible. Then stop shooting, collect all the humans for a massive pile of extra lives before shooting the grunts.

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Ah, here it is.

 

robotron2600nm3.th.png

 

Playfield pixels for Grunts, missiles for humanoids, players for the player and whatever other non-Grunt AI are onscreen.

 

Thanks for the repost!

 

Hm... is that 16 lines? Using 96 Bytes for the playfield already, unless PF0 is ignored. And it would probably require empty lines between the grunt lines to allow repositionings. But still, looks better than expected.

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Removed Dazzler from the list:

 

Domino Man					Bally Midway		   
Kozmik Kroozr				  Bally Midway		  
Lost Tomb (easy)				Stern				   
Pepper II					  Exidy					
Pioneer Balloon			  SNK					  
Radar Zone					Century Electronics	 
Radical Radial				Nichibutsu USA		   
Tazz-Mania (set 1)			Stern				 
Time Tunnel				  Taito Corporation	  
Wacko						  Bally Midway		  
Wiping						Nichibutsu			   
Zektor (revision B)		  Sega					
Zoar							Data East USA		   
Zzyzzyxx (set 1)				Cinematronics

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Well, Zoo Keeper has had a million mockups already. Other than that, Robotron, and Pepper II I'm not real familiar with any of those.

 

I'll try to look through some of those later. ;)

 

EDIT: Hmm. I wonder if my Metroid/R-Type kernel could be adapted for Zoo Keeper. :ponder:

 

Actually, I did modify that kernel to use Superchip RAM: RType20070403.bin

 

post-6060-1198007924_thumb.png

 

Zookeeper application?

Edited by vdub_bobby
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Not aware of any reason to NOT shoot in Robotron anyway.

 

Especially on the early Brain waves you want to clear the Brains, leaving a few grunts and as many uncollected humans as possible. Then stop shooting, collect all the humans for a massive pile of extra lives before shooting the grunts.

 

Whoops, you're quite right. Hadn't thought of that, and I play the 7800 version all the time. Still, one could just be mindful to shoot away from the grunts at times like that.

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  • 2 weeks later...
Ahh - I guess then that a million people have talked about porting Zoo Keeper, then. But only one has made a mockup. :)

 

I've been puzzling the "Zoo Keeper Problem" some in my head over the last few days and think I have found a solution that allows having 24 18 30Hz animals on the outer circle and also a good number inside the walls. If it works out, it is going to be very cool!

 

I hope to find some time to code a POC demo sometime soon :)

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I hope to find some time to code a POC demo sometime soon :)

 

Partial success. I know what I planned can be done now, but it's going to be a long way until I get it totally smoothed out.

 

Have a look at the attached binary. When this system is completed it can rotate 3 groups of 3 objects around. With flicker that'd be 18.

 

What you see now is basically just a proof of concept that the sprite positionings and measurements would work out. It still requires smoothing out the edge transitions for the horizontals, finding a way for repositionings, and doing the left side.

 

Assuming that this all works out, I'm still not sure wether it would be playable, since you have fixed positions for the animals. All I could do then would be enabling/disabling them and rotate the two 9'er groups in different directions and with different speeds.

 

Next downer is the lack of a player sprite, I'd have to use the particles, so most likely it'll be just a square.

 

Another uncertain aspect is the playfield. Right now I'm not sure if with this approach there'll be enough cycles remaining or not :ponder:

 

Not sure right now if I should continue going into this direction...

zoo.zip

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This looks very cool, but what about interior animals?

 

Once the repositionings are working it should be possible. Albeit the whole system might need to be a 2LK then. In this first draft I was mainly interested wether my circling idea would work :)

 

Did we ever get a winner for your next project, Manuel?

Dino Eggs..... :D

 

Not yet! Dino Eggs is a very hot candidate though! I'll post a "Brainstorming" thread sometime soon, maybe someone has a good idea for Dino Moms foot ;)

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This looks very cool, but what about interior animals?

 

Once the repositionings are working it should be possible. Albeit the whole system might need to be a 2LK then. In this first draft I was mainly interested wether my circling idea would work :)

What's the plan for the interior animals? Your Colony 7 intelliflicker of the other player?

 

I wonder if it would be better to use intelliflickered particle(s) for the interior animals and use the other player for the zoo keeper, rather than use sprites for the interior animals and a particle for the zoo keeper?

 

I do like the circling, though - very cool! ;)

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What's the plan for the interior animals? Your Colony 7 intelliflicker of the other player?

 

Hm... I thought of doing just a couple of non-overlapping lines with 1-3 animals. That's probably complicated enough to achieve.

 

I wonder if it would be better to use intelliflickered particle(s) for the interior animals and use the other player for the zoo keeper, rather than use sprites for the interior animals and a particle for the zoo keeper?

 

As is, that wouldn't work for the top/bottom lines. The transition from horizontal to vertical movement and vice-versa already requires both sprites.

 

I do like the circling, though - very cool! ;)

 

I wish it was fully done already, but my wife and kids were only shopping for 6 hours on Saturday, so I just posted what I had in hands :lol:

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As is, that wouldn't work for the top/bottom lines. The transition from horizontal to vertical movement and vice-versa already requires both sprites.

If the animals were moving fast enough then you could probably do a quick "pop" transition and just use the one sprite and nobody could really tell. ;)

 

Maybe...:ponder:

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