+SvOlli Posted April 23, 2014 Share Posted April 23, 2014 Hi there, an here's what I've been working on (VCS wise) in the last two years. A demo trying to squeezing out as much as possible out of the 2600: Bang! I've already setup a webpage where I want to put up some more informations about the demo at: http://xayax.net/bang!/ Right now it only contains the links to pouet.net and the download which is also attached here. Have fun! bang!.zip 15 Quote Link to comment Share on other sites More sharing options...
+save2600 Posted April 23, 2014 Share Posted April 23, 2014 At work right now so can't check it out, but what's the premise or object of this? Sounds like it could maybe be a Bomberman clone... have you got a couple of screen shots you could post? Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted April 23, 2014 Share Posted April 23, 2014 Excellent! Loved the part where it turned into a C64 and the Impossible Mission running man animations. 1 Quote Link to comment Share on other sites More sharing options...
Mr SQL Posted April 23, 2014 Share Posted April 23, 2014 Nice work SvOlli! Awesome C64 inspired themes! Curious why you don't favour the illegal op codes? Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted April 23, 2014 Share Posted April 23, 2014 Awesome work! Laughed out loud at the Guru Mediation and especially liked the running animations. I think your starfield looks better than mine And thanks for the shout-out, made my day Quote Link to comment Share on other sites More sharing options...
+SvOlli Posted April 23, 2014 Author Share Posted April 23, 2014 At work right now so can't check it out, but what's the premise or object of this? Sounds like it could maybe be a Bomberman clone... have you got a couple of screen shots you could post? Screenshots are available at the pouet.net page. There will be a one for every part on the demo webpage, once I get to upgrade it. Quote Link to comment Share on other sites More sharing options...
+SvOlli Posted April 23, 2014 Author Share Posted April 23, 2014 Curious why you don't favour the illegal op codes? No real reason, I just never got accustomed to them. The ca65 was also used in default configuration, illegal opcodes disabled. I realized it rather at the end of the project and decided to put out that claim. Or as Ninja / The Dreams put it, once he saw it: "so there's still space for improvements". The next couple of weeks, I want to set up a repository reflecting my "The first selfcoded A2600 demo" workshops, with the slides, example source code, template source code, etc. After that, at least two of the tools I coded myself will go open public: fridgegrid was already introduced here in the boards, and I also hacked up a tool called "apefat: A Poor Excuse For A Tracker", an editor for a slightly improved Music Kit by Paul Slocum. 1 Quote Link to comment Share on other sites More sharing options...
Omegamatrix Posted April 24, 2014 Share Posted April 24, 2014 Great demo, SvOlli! I loved the Impossible Mission sequences. Quote Link to comment Share on other sites More sharing options...
iesposta Posted April 24, 2014 Share Posted April 24, 2014 Is this written in PAL or NTSC. Sometimes it make a big difference if you don't set Stella correctly. Quote Link to comment Share on other sites More sharing options...
+SvOlli Posted April 24, 2014 Author Share Posted April 24, 2014 It's PAL. Autodetection worked 100% for me. 2 Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 25, 2014 Share Posted April 25, 2014 Great demo! Or as Ninja / The Dreams put it, once he saw it: "so there's still space for improvements". There ALWAYS is. Quote Link to comment Share on other sites More sharing options...
+Stephen Posted April 25, 2014 Share Posted April 25, 2014 Excellent demo, best I've seen on the 2600 so far. Quote Link to comment Share on other sites More sharing options...
godzillajoe Posted May 20, 2014 Share Posted May 20, 2014 Pretty slick. nice job. Quote Link to comment Share on other sites More sharing options...
+SvOlli Posted May 21, 2014 Author Share Posted May 21, 2014 There ALWAYS is. Now you can jugde for yourself: source code is available at the homepage. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted May 22, 2014 Share Posted May 22, 2014 Anything special I should look for? Quote Link to comment Share on other sites More sharing options...
Andromeda Stardust Posted May 22, 2014 Share Posted May 22, 2014 (edited) PAL? Will this run on Harmony? I don't want my CRT to start rolling. for the hot naked chick! Edited May 22, 2014 by stardust4ever Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted May 22, 2014 Share Posted May 22, 2014 I refuse to watch it unless it fits in 4K. 1 Quote Link to comment Share on other sites More sharing options...
Gurner Posted May 22, 2014 Share Posted May 22, 2014 FAR OUT! Quote Link to comment Share on other sites More sharing options...
+SvOlli Posted May 23, 2014 Author Share Posted May 23, 2014 Anything special I should look for? Since it's done: no. But a rough estimation on how much memory could be "saved" would be interesting. Quote Link to comment Share on other sites More sharing options...
7800 Posted May 23, 2014 Share Posted May 23, 2014 Really cool... can any of these effects be applied to playable games? Yup, I'm a noob. 2 Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted May 23, 2014 Share Posted May 23, 2014 Really cool... can any of these effects be applied to playable games? Yup, I'm a noob. Why would you want cool, mind-blowing effects in games on a game console? What a stupid question! You should feel ashamed! 1 Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted May 23, 2014 Share Posted May 23, 2014 Since it's done: no. But a rough estimation on how much memory could be "saved" would be interesting. Not really possible, without digging very much into detail. Overall the code looks good and quite compact. There are hardly any peephole optimizations possible. On global level I already found some more, but one would have to understand the code better to recognize more options. Best guess: maybe 5% (~200 bytes) BTW: You can ask e.g. SpiceWare or enthusi about my work there. Quote Link to comment Share on other sites More sharing options...
+SvOlli Posted May 23, 2014 Author Share Posted May 23, 2014 I refuse to watch it unless it fits in 4K. For this requirement you have to watch it's "little brother" 4kraVCS (link points to forum entry). Quote Link to comment Share on other sites More sharing options...
+SvOlli Posted May 23, 2014 Author Share Posted May 23, 2014 Really cool... can any of these effects be applied to playable games? Yup, I'm a noob. Yes, indeed. The "sprites in a circle on a C64 lookalike system" part is using a multiplexer, that allows an arbitrary number of sprites on the screen, as long as there are no more than two on the same scanline (plus some offset for switching to the next one). Another constain is that the circle maxes out the possibilities of the X position. Since the sprite data needs to be sorted, it wouldn't fit 1:1 in another code, but using it would definatly save some time, since it took mit three weeks to complete, including the time spent on four failed versions, which forced me to start writing it from scratch again, to learn from the mistakes I made in the current version. Quote Link to comment Share on other sites More sharing options...
Marc Oberhäuser Posted May 29, 2014 Share Posted May 29, 2014 Wirklich klasse! Quote Link to comment Share on other sites More sharing options...
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