+swlovinist Posted December 18, 2009 Share Posted December 18, 2009 The game is looking great. Thank you for sharing. Look forward to the final release Quote Link to comment Share on other sites More sharing options...
+Propane13 Posted January 1, 2010 Author Share Posted January 1, 2010 Happy New Year! Let's begin 2010 with an update to Arkanoid. At this point, levels 1-8 have correct capsule data. And, I've added WIDE-VAUS support. Give it a shot. 20100101_arkanoid.a78 20100101_arkanoid.bin Enjoy! -John Quote Link to comment Share on other sites More sharing options...
+Propane13 Posted January 1, 2010 Author Share Posted January 1, 2010 Oh, for those who don't know, to unlock the wide Vaus, you need to catch the dark-blue capsule. -John Quote Link to comment Share on other sites More sharing options...
Shawn Posted January 1, 2010 Share Posted January 1, 2010 Wicked!! I was really hoping the wide vaus was the next pill you added Now what about the multiball? Is that gonna be complicated to impliment? Quote Link to comment Share on other sites More sharing options...
TrekMD Posted January 2, 2010 Share Posted January 2, 2010 This continues to be fantabulous! Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted January 2, 2010 Share Posted January 2, 2010 You, my friend, are AWESOME! Excellent work! Quote Link to comment Share on other sites More sharing options...
Trebor Posted January 2, 2010 Share Posted January 2, 2010 These keeps getting better and better. Fantastic work, John! Quote Link to comment Share on other sites More sharing options...
DracIsBack Posted January 2, 2010 Share Posted January 2, 2010 Wow - this is *GREAT* If you decide to put it on a cart someday, count me in for one. Up to you of course. One thing in this build - the 2 player text is some gobbly characters. Are they placeholders? Quote Link to comment Share on other sites More sharing options...
+Propane13 Posted January 6, 2010 Author Share Posted January 6, 2010 Wow - this is *GREAT* If you decide to put it on a cart someday, count me in for one. Up to you of course. One thing in this build - the 2 player text is some gobbly characters. Are they placeholders? Hi! Is this only on real hardware? Can you take a screen shot and show me what it looks like? Using prosystem 1.3, I don't see any issue (of course, that doesn't mean much, compared to hardware). -John Quote Link to comment Share on other sites More sharing options...
+Propane13 Posted January 6, 2010 Author Share Posted January 6, 2010 Wicked!! I was really hoping the wide vaus was the next pill you added Now what about the multiball? Is that gonna be complicated to impliment? It'll take some time, but I'm taking a look at it. The extra balls are both RAM-intensive and CPU-intensive (since it essentially triples my on-screen calculations). But, I think this would be the next logical step before adding the laser. For the next release though, I was thinking of doing a few small cleanup activities: - make the pills so that they don't repeat in certain scenarios (i.e. can't catch a blue pill when you already have one) - finishing the warp functionality, so that it actually works - looking into the graphical bug that DracIsBack has identified - Maybe looking into my ball-collision handler, and fixing the bugs that it has when handling bricks near to a wall. We'll see what I can do. This next month is kind of intense on the real-life side of things, so there may be a few gaps between updates. But, don't worry-- I'm still here. -John Quote Link to comment Share on other sites More sharing options...
DracIsBack Posted January 6, 2010 Share Posted January 6, 2010 Wow - this is *GREAT* If you decide to put it on a cart someday, count me in for one. Up to you of course. One thing in this build - the 2 player text is some gobbly characters. Are they placeholders? Hi! Is this only on real hardware? Can you take a screen shot and show me what it looks like? Using prosystem 1.3, I don't see any issue (of course, that doesn't mean much, compared to hardware). -John Sure - attached! Quote Link to comment Share on other sites More sharing options...
HammR25 Posted January 7, 2010 Share Posted January 7, 2010 The corrupt score has something to do with the initialization of the game. If I hit reset the score fixes itself. Also if I hit select and go to another level the score fixes itself. The high score doesn't updpate every time the regular score does if the regular score is the high score. Quote Link to comment Share on other sites More sharing options...
+Propane13 Posted January 7, 2010 Author Share Posted January 7, 2010 Thanks for the clues about the bugs! I am now able to reproduce both the random scores on power-up issue, and the high-score not registering all the time in emulation issue. Now, time to fix them. Thanks! -John Quote Link to comment Share on other sites More sharing options...
mimo Posted January 7, 2010 Share Posted January 7, 2010 I don't remember seeing any comments from PAL users, so here is mine. Unfortunately it does not work too well, everything is yellow on level one, the tiles, background, borders the score and vaus The power ups are coloured when they fall though. I know that you are not currently working on a PAL version, but I thought I would let you know. Time to drag out the NTSC set up:D Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted January 7, 2010 Share Posted January 7, 2010 If you want a PAL palette just PM me the addresses in the ROM image where the colours are set/stored and I'll get a set of values back to you. Quote Link to comment Share on other sites More sharing options...
+Propane13 Posted January 7, 2010 Author Share Posted January 7, 2010 Thanks! I actually had PAL stuff working color-wise, by using a macro: ;NTSC to PAL color Macro mac NTSC2PALColor ; ; *********************************** ; Here is the color conversion table: ; *********************************** ;------------ ; NTSC PAL ;------------ ; $0x $0x ; $1x $3x ; $2x $4x ; $3x $5x ; $4x $6x ; $5x $7x ; $6x $8x ; $7x $9x ; $8x $Ax ; $9x $Bx ; $Ax $Cx ; $Bx $Dx ; $Cx $Ex ; $Dx $Fx ; $Ex $1x ; $Fx $2x ; ; **************** ; Converter macro: ; **************** if ([{1}]>>4 == $00) dc.b [{1}] ;0->0 mexit endif if ([{1}]>>4 == $0E) dc.b [{1}]+$30 ;E->1 mexit endif if ([{1}]>>4 == $0F) dc.b [{1}]+$30 ;F->2 else dc.b [{1}]+$20 ; all else endif endm With this, all I needed to do was: PALPalette NTSC2PALColor #P0C1Init NTSC2PALColor #P0C2Init NTSC2PALColor #P0C3Init .byte $FF NTSC2PALColor #P1C1Init NTSC2PALColor #P1C2Init NTSC2PALColor #P1C3Init .byte $FF NTSC2PALColor #P2C1Init NTSC2PALColor #P2C2Init NTSC2PALColor #P2C3Init .byte $FF NTSC2PALColor #P3C1Init NTSC2PALColor #P3C2Init NTSC2PALColor #P3C3Init .byte $FF NTSC2PALColor #P4C1Init NTSC2PALColor #P4C2Init NTSC2PALColor #P4C3Init .byte $FF NTSC2PALColor #P5C1Init NTSC2PALColor #P5C2Init NTSC2PALColor #P5C3Init .byte $FF NTSC2PALColor #P6C1Init NTSC2PALColor #P6C2Init NTSC2PALColor #P6C3Init .byte $FF NTSC2PALColor #P7C1Init NTSC2PALColor #P7C2Init NTSC2PALColor #P7C3Init .byte $FF This macro worked great in early development, but now I think one of my palettes overflows and creates a problem (i.e. it creates a PAL value > 256). So, I need to fix that up, and then this problem should go away. With this problem in place, I had to comment out the whole section, and that's what causes the messed-up colors on PAL. This was something I thought the community could borrow for free, since it doesn't involve any real conversion tables. GroovyBee-- are these palette conversions accurate? Thanks! -John Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted January 7, 2010 Share Posted January 7, 2010 GroovyBee-- are these palette conversions accurate? I don't think they are. Its not as simple as adding $20 to the palette index to map it into PAL colours. For example $Cx (NTSC green) looks the same as $Dx in PAL. And $86 (NTSC blue) looks the same as $9x in PAL. NTSC pinks at $5x also look like pinks at $5x in PAL. The PAL palette has limited shades of brown too. Normally I use ProSystem for the NTSC palette and then manually tweak for PAL. Quote Link to comment Share on other sites More sharing options...
Underball Posted January 7, 2010 Share Posted January 7, 2010 GroovyBee-- are these palette conversions accurate? I don't think they are. Its not as simple as adding $20 to the palette index to map it into PAL colours. For example $Cx (NTSC green) looks the same as $Dx in PAL. And $86 (NTSC blue) looks the same as $9x in PAL. NTSC pinks at $5x also look like pinks at $5x in PAL. The PAL palette has limited shades of brown too. Normally I use ProSystem for the NTSC palette and then manually tweak for PAL. the prosystem NTSC palette is close. I got tired of working on it because my eyes were bugging out going back and forth between the CC2 & Console and the PC emulator trying to match correctly. I need to get them updated. Quote Link to comment Share on other sites More sharing options...
Shawn Posted February 14, 2010 Share Posted February 14, 2010 BUMP! Quote Link to comment Share on other sites More sharing options...
nonner242 Posted February 14, 2010 Share Posted February 14, 2010 Awesome! Quote Link to comment Share on other sites More sharing options...
+Propane13 Posted February 15, 2010 Author Share Posted February 15, 2010 Sorry all for the lack of recent updates. I have had some real life items come up; I got married to a wonderful lady (woohoo!), and I have a new job that's starting soon, which I have to pack and move for. So, in short, life has been a blessing as of recently. This project is number one on my hobby list of things to work on (the aforementioned high-score bugs have been fixed in my last version), but there may be a delay while I try to get my life settled. I hope that's ok with everyone for the moment. I will return to this-- and you can count on it! Back to packing boxes! -John Quote Link to comment Share on other sites More sharing options...
NML32 Posted February 16, 2010 Share Posted February 16, 2010 Congrats on the marriage and new job. Sorry all for the lack of recent updates. I have had some real life items come up; I got married to a wonderful lady (woohoo!), and I have a new job that's starting soon, which I have to pack and move for. So, in short, life has been a blessing as of recently. This project is number one on my hobby list of things to work on (the aforementioned high-score bugs have been fixed in my last version), but there may be a delay while I try to get my life settled. I hope that's ok with everyone for the moment. I will return to this-- and you can count on it! Back to packing boxes! -John Quote Link to comment Share on other sites More sharing options...
Shawn Posted February 16, 2010 Share Posted February 16, 2010 Sorry all for the lack of recent updates. Congrats John!! Hope all goes well with the move,ect. Enjoy this begining of your next stage in life! Quote Link to comment Share on other sites More sharing options...
HammR25 Posted February 16, 2010 Share Posted February 16, 2010 You may think that moving in with your new wife is more important than working on Arkanoid but I'd have to say I completely agree so even if someone was getting impatient that would just be their problem. Congrats!! Quote Link to comment Share on other sites More sharing options...
DracIsBack Posted February 16, 2010 Share Posted February 16, 2010 I have had some real life items come up; I got married to a wonderful lady (woohoo!), and I have a new job that's starting soon, which I have to pack and move for. Awesome! Congrats on all three things and all the best to you both! Quote Link to comment Share on other sites More sharing options...
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