GroovyBee Posted October 18, 2012 Author Share Posted October 18, 2012 An alternative is to look at the YM source of the excellent Hatari emulator. It has some influences from STsound but also others. That code needs quite a bit of memory to hold some large tables. In my mind an algorithm that fits in the DSP's local RAM would be better in order to keep it off the bus as much as possible. Without a more in depth look at how the code uses the tables and some benchmarking/profiling I'll add it to the list of "potentials". 2 Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted October 19, 2012 Author Share Posted October 19, 2012 Made quite a bit of progress tonight and nearly everything is mapped to the jag pad. Aft view and firing aft :- Long range scanner :- Galactic map with cursor movement :- Hyperdrive :- Shield on/off :- Computer on/off :- Speed 0 to 9 :- The game is much more interesting to play now you can engage in dog fights and move around the galactic map. 8 Quote Link to comment Share on other sites More sharing options...
svenski Posted October 19, 2012 Share Posted October 19, 2012 Holy shit batman. Quote Link to comment Share on other sites More sharing options...
+Darrin9999 Posted October 19, 2012 Share Posted October 19, 2012 Nice work GroovyBee !!!! Quote Link to comment Share on other sites More sharing options...
walter_J64bit Posted October 19, 2012 Share Posted October 19, 2012 Hope to see more portover's from other System too, this is looking just like ST does it play like ST too? Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted October 19, 2012 Author Share Posted October 19, 2012 Hope to see more portover's from other System too, this is looking just like ST does it play like ST too? It is the original ST source code. So whatever the original ST game does this one will do too. 2 Quote Link to comment Share on other sites More sharing options...
doctorclu Posted October 19, 2012 Share Posted October 19, 2012 Wow... naturally can't wait to take Star Raiders for a spin. Quote Link to comment Share on other sites More sharing options...
ACrystal2011 Posted October 19, 2012 Share Posted October 19, 2012 Cant wait to play Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted October 19, 2012 Author Share Posted October 19, 2012 Due to a serious lack of buttons and the fact that I don't want the game to be a two jag pad game I've had to double up some of the keys. This is how its been mapped so far :- Keys at the start Fire B - Novice (easy) 1 - Pilot 2 - Warrior 3 - Commander (hard) Keys during play D-pad - Move left/right/up/down Fire A - Aft fire Fire B - Forward fire Fire C - Hyperdrive 1 - Shield on/off 2 - Target ID 3 - Combat computer on/off 7 - Long range scanner view 8 - Galactic map view 9 - Aft view OPTION - Emergency hyperdrive (2 presses) HASH and D-pad left (simultaneously) - Move cursor in galactic map left HASH and D-pad eight - Move cursor in galactic map right HASH and D-pad up - Move cursor in galactic map up HASH and D-pad down - Move cursor in galactic map down STAR and 0 to 9 (simultaneously) - Set forward speed (0 is slowest, 9 fastest) HASH and STAR (simultaneously) - Exit to title PAUSE will be used for pausing the game (still to be implemented) and I still need to add restart at the current level which will be on 5 most likely. Quote Link to comment Share on other sites More sharing options...
walter_J64bit Posted October 19, 2012 Share Posted October 19, 2012 Have you looked at how the keys are setup on the 5200? http://www.atariage.com/overlay_page.html?SoftwareLabelID=664 2 Quote Link to comment Share on other sites More sharing options...
doctorclu Posted October 19, 2012 Share Posted October 19, 2012 Walter's got a good point. But the mapping idea you have above is not bad either. 1 Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted October 19, 2012 Author Share Posted October 19, 2012 Have you looked at how the keys are setup on the 5200? http://www.atariage.com/overlay_page.html?SoftwareLabelID=664 Thanks for that. I hadn't looked at it prior to assigning keys but I've actually mapped the speed to the same key layout . The game's jag pad key layout isn't set in stone at the moment either. It was just a configuration to test out all the functionality present in the original ST keyboard handler. Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted October 19, 2012 Author Share Posted October 19, 2012 But the mapping idea you have above is not bad either. Its not really an idea because that is exactly what the code does at the moment. Alternate suggestions are always welcome. Quote Link to comment Share on other sites More sharing options...
walter_J64bit Posted October 19, 2012 Share Posted October 19, 2012 The 2600 is an other beast, I wount use it! The 5200 has good setup http://www.atariage.com/overlay_page.html?SoftwareLabelID=491 Quote Link to comment Share on other sites More sharing options...
doctorclu Posted October 19, 2012 Share Posted October 19, 2012 Its not really an idea because that is exactly what the code does at the moment. Alternate suggestions are always welcome. Well la de da... Ok... let's take a quick look at these for a moment. "Fire B - Novice (easy) 1 - Pilot 2 - Warrior 3 - Commander (hard)" Looks fine. "Keys during play D-pad - Move left/right/up/down Fire A - Aft fire" There was a aft fire? LOL! "Fire B - Forward fire Fire C - Hyperdrive" Any way this could be toggled to the user's preference? I know in Bubsy those three keys are in various combinations available to the user. I like the fire at B, but Hyperdrive might be too easy to bump at C. Etc etc. "1 - Shield on/off 2 - Target ID 3 - Combat computer on/off 7 - Long range scanner view 8 - Galactic map view 9 - Aft view" I think a switchable default for the number keys would be good as well. Keys for speed, or keys for accessories. I could see wanting the keys for speed, but then some might want them for accessories. "OPTION - Emergency hyperdrive (2 presses)" Nice! "HASH and D-pad left (simultaneously) - Move cursor in galactic map left HASH and D-pad eight - Move cursor in galactic map right HASH and D-pad up - Move cursor in galactic map up HASH and D-pad down - Move cursor in galactic map down STAR and 0 to 9 (simultaneously) - Set forward speed (0 is slowest, 9 fastest) HASH and STAR (simultaneously) - Exit to title" How about "Hash and 0" to get on the galactic map, move around, select and then "Hash and 0" to get back to regular control? "PAUSE will be used for pausing the game (still to be implemented) and I still need to add restart at the current level which will be on 5 most likely." Nice. So, given a bit more time, that is what I would like to see. Quote Link to comment Share on other sites More sharing options...
doctorclu Posted October 20, 2012 Share Posted October 20, 2012 So any of those suggestions workable? Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted October 20, 2012 Author Share Posted October 20, 2012 I'm not in favour of having programmable keys because the game will not see a cart release (binaries only) so the settings won't be saved between sessions. It would seem a bit cumbersome to me to activate Galactic map view and then press another key combination to start moving, move the cursor around and then press another key combination to deselect it again before navigating the ship. In the current scheme you switch to Galactic map view hold down # (right hand) and move the cursor with the d-pad (left hand) to where you want to go. Let go of hash and you immediately go back to ship control. Less keys to fumble with in the heat of battle . Quote Link to comment Share on other sites More sharing options...
JagChris Posted October 20, 2012 Share Posted October 20, 2012 if there is not enough keys, how about holding 'option' switches to a second layout? Or B or something? Is that workable? Quote Link to comment Share on other sites More sharing options...
Gunstar Posted October 21, 2012 Share Posted October 21, 2012 I'm loving this topic and your work GroovyBee, I got into the ST about 10 years ago, only previously owning 8-bits and consoles. I never did try ST Star Raiders though, maybe on bad advice, I was told ST Raiders just didn't compare to the original 800/5200 versions, and at the time I was very much into Battlesphere, so I just never tried it on the ST. For now I don't have a working ST and no plans to rectify that soon, so I'm glad to see a Jag conversion (no Battlesphere any longer either). 1 Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted October 21, 2012 Author Share Posted October 21, 2012 if there is not enough keys, how about holding 'option' switches to a second layout? Or B or something? Is that workable? There aren't enough keys that is why you have to hold hash and d-pad simultaneously to move around in the galactic map and star and 0 or 1 or 2 ... or 9 simultaneously to set the speed. 2 Quote Link to comment Share on other sites More sharing options...
Gunstar Posted October 22, 2012 Share Posted October 22, 2012 (edited) Due to a serious lack of buttons and the fact that I don't want the game to be a two jag pad game I've had to double up some of the keys. This is how its been mapped so far :- Keys at the start Fire B - Novice (easy) 1 - Pilot 2 - Warrior 3 - Commander (hard) Keys during play D-pad - Move left/right/up/down Fire A - Aft fire Fire B - Forward fire Fire C - Hyperdrive 1 - Shield on/off 2 - Target ID 3 - Combat computer on/off 7 - Long range scanner view 8 - Galactic map view 9 - Aft view OPTION - Emergency hyperdrive (2 presses) HASH and D-pad left (simultaneously) - Move cursor in galactic map left HASH and D-pad eight - Move cursor in galactic map right HASH and D-pad up - Move cursor in galactic map up HASH and D-pad down - Move cursor in galactic map down STAR and 0 to 9 (simultaneously) - Set forward speed (0 is slowest, 9 fastest) HASH and STAR (simultaneously) - Exit to title PAUSE will be used for pausing the game (still to be implemented) and I still need to add restart at the current level which will be on 5 most likely. I don't see 4, 5 and 6 being used for anything, wouldn't it be better to use them instead of the asterick and hash tag, they are much easier to reach, not to mention that 4 and 6 map to the shoulder buttons on the procontroller which would make it even easier to use for those who have procontrollers. 7, 8 and 9 map to the z, y and x buttons too, on the procontroller. Edit: I see 4, 5 and 6 are used for speed, in combination with the asterick, but it seems a poor use to me personally. Would it be possible to map the speed to the 4 and 6 keys, with repeated presses either speeding up or slowing down and the the 5 key to control the galactic map. Edited October 22, 2012 by Gunstar Quote Link to comment Share on other sites More sharing options...
Dan Iacovelli Posted October 23, 2012 Share Posted October 23, 2012 anychance of getting this to be a Jagnet (network) type game like battlesphere is Quote Link to comment Share on other sites More sharing options...
+remowilliams Posted October 24, 2012 Share Posted October 24, 2012 anychance of getting this to be a Jagnet (network) type game like battlesphere is By god man! We're miraculously lucky that the reported unbelievable linked POWA of the BS AI hasn't taken us all over by now, are you trying to kill us all!?! 4 Quote Link to comment Share on other sites More sharing options...
sh3-rg Posted October 24, 2012 Share Posted October 24, 2012 3 billion human lives ended on October 24th, 2012. The survivors of the nuclear fire called the war Judgment Day. They lived only to face a new nightmare: the war against the AI... 1 Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted October 24, 2012 Author Share Posted October 24, 2012 anychance of getting this to be a Jagnet (network) type game like battlesphere is I have no plans. Star Raiders is just an experiment to me to see if ST games could be made to run on the jag at a good speed by doing real time conversion of the graphics (the most interesting part). Its pretty much done bar optimisations, sound and high score/rank stuff. 4 Quote Link to comment Share on other sites More sharing options...
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