Heaven/TQA Posted December 29, 2014 Share Posted December 29, 2014 Maybe people compare it with the old A8 Defender.... Then dropzone is first class. Ah... Technically I appreciate Agent USA, Gremlins, 7 cities of gold more for moving sprites around Quote Link to comment Share on other sites More sharing options...
Jinks Posted December 29, 2014 Share Posted December 29, 2014 Played this on my sio2bt 64kb 600xl. Looks cool. I prob need more memory to have all the features right? Edit. I read all the 64kb changes and compared to the 64kb version. Very fun game. Thanks! Quote Link to comment Share on other sites More sharing options...
pavros Posted December 29, 2014 Author Share Posted December 29, 2014 Yes Quote Link to comment Share on other sites More sharing options...
firestorm Posted December 30, 2014 Share Posted December 30, 2014 Is it possible to make it work on Atari 800 48 kb? Thank you Pavros, great update! Quote Link to comment Share on other sites More sharing options...
pavros Posted December 30, 2014 Author Share Posted December 30, 2014 The original version makes use of entire 48k memory and there is simply no place for additional features. It would be possible to make enhanced version to work on 64k with all new features but it would require the background pictures were loaded from diskette. The xex version with all new features requires 80k (uses one bank of extra memory). It runs also on 64k but some of new features are not available (see the list of changes above). Quote Link to comment Share on other sites More sharing options...
twh/f2 Posted December 30, 2014 Share Posted December 30, 2014 Hi Pawel, thanks for enhancing and releasing your special version of IK. IK has always been my "reference game" on the Atari. It's been my all-time favourite game and it could be only topped by your contribution. THANK YOU VERY MUCH! Absolutely impressive work. greetings, twh/f2 @HSCMunich 2 Quote Link to comment Share on other sites More sharing options...
pavros Posted December 31, 2014 Author Share Posted December 31, 2014 Thanks TWH! Quote Link to comment Share on other sites More sharing options...
+Stephen Posted December 31, 2014 Share Posted December 31, 2014 How id you manage this? Did you somehow get the source code or was this completely reverse engineered and upgraded? Totally awesome effort either way! Quote Link to comment Share on other sites More sharing options...
emkay Posted December 31, 2014 Share Posted December 31, 2014 Maybe people compare it with the old A8 Defender.... Then dropzone is first class. Ah... Technically I appreciate Agent USA, Gremlins, 7 cities of gold more for moving sprites around Sometimes I wonder? You have already written some nice demo stuff, and then you write this nonsense? This points also to , why the A8 has so less good games. Dropzone offers a good variety of different moving objects, with different shapes, different movements, different attacks and visualisations in 50 (60 NTSC) frames per second. The game looks polished and you never get the feeling to be handycapped by the controls. It also calculates enemies, you don't see on the screen. Gremlins.... 4 colours , EOR Spites that mostly look the same. ... 7 cities of gold 4fps? Agent USA "all looks the same" ... Well, the games do well and they were nice to play, but technically far .... faaaar ....... faaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaar.... superior to Drop Zone btw. IK never runs at 50 fps and the soundtrack isn't complete, "collision detection" is at charmode-resolution. 1 Quote Link to comment Share on other sites More sharing options...
Stormtrooper of Death Posted December 31, 2014 Share Posted December 31, 2014 Thanks for upgrading International Karate. I only have one question: - why is the 128K version only using 80KB ? Why not the full 128K ? or is the rest of the 48K used for decrunching the background pictures etc ? Quote Link to comment Share on other sites More sharing options...
pavros Posted December 31, 2014 Author Share Posted December 31, 2014 (edited) Did you somehow get the source code or was this completely reverse engineered and upgraded?"Completely reverse engineered and upgraded" is the right answer. IK never runs at 50 fps and the soundtrack isn't complete, "collision detection" is at charmode-resolution.That's true except collision detection. Collisions are detected based on relative positions and current animations frames of the fighters. For each animation frame there are one or two vulnerable areas defined. The areas are smaller for FULL POINT and larger for HALF POINT detection. The width of the areas is defined with single pixel precision and range from 2 to 7 pixels. Edited December 31, 2014 by pavros 4 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted December 31, 2014 Share Posted December 31, 2014 Sometimes I wonder? You have already written some nice demo stuff, and then you write this nonsense? This points also to , why the A8 has so less good games. Dropzone offers a good variety of different moving objects, with different shapes, different movements, different attacks and visualisations in 50 (60 NTSC) frames per second. The game looks polished and you never get the feeling to be handycapped by the controls. It also calculates enemies, you don't see on the screen. Gremlins.... 4 colours , EOR Spites that mostly look the same. ... 7 cities of gold 4fps? Agent USA "all looks the same" ... Well, the games do well and they were nice to play, but technically far .... faaaar ....... faaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaar.... superior to Drop Zone btw. IK never runs at 50 fps and the soundtrack isn't complete, "collision detection" is at charmode-resolution. Hehe... I knew we would argue on Dropzone... Dropzone is working on A8 and Archer used clever the build in features... but you know what? it's "out of the box"... moving sprites around as simple chars... of course it is fluid and everything... but you were the one who always told me... "think beyond"... and I say... Dropzone is not as high level as some see in it... Its good neverless, it has no glitches, is polished but it could be done hmmm... little bit better (ok... that's blasphemy now I know).... my sprite examples were due to fact as some mentioned "moving a hell sprites"... and I say... no... not "hell"... the others I mention move imho more data around... Quote Link to comment Share on other sites More sharing options...
pavros Posted December 31, 2014 Author Share Posted December 31, 2014 - why is the 128K version only using 80KB ? Why not the full 128K ? or is the rest of the 48K used for decrunching the background pictures etc ?There is 48k left for further enhancements. 2 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted December 31, 2014 Share Posted December 31, 2014 Btw... All Sprites are only small.... Mostly less than 8 pixels... Quote Link to comment Share on other sites More sharing options...
emkay Posted December 31, 2014 Share Posted December 31, 2014 "Completely reverse engineered and upgraded" is the right answer. That's true except collision detection. Collisions are detected based on relative positions and current animations frames of the fighters. For each animation frame there are one or two vulnerable areas defined. The areas are smaller for FULL POINT and larger for HALF POINT detection. The width of the areas is defined with single pixel precision and range from 2 to 7 pixels. OK. And how many of those areas exist per protagonist? Quote Link to comment Share on other sites More sharing options...
emkay Posted December 31, 2014 Share Posted December 31, 2014 Hehe... I knew we would argue on Dropzone... Dropzone is working on A8 and Archer used clever the build in features... but you know what? it's "out of the box"... moving sprites around as simple chars... of course it is fluid and everything... but you were the one who always told me... "think beyond"... and I say... Dropzone is not as high level as some see in it... Its good neverless, it has no glitches, is polished but it could be done hmmm... little bit better (ok... that's blasphemy now I know).... If Drop Zone is "out of the Box", IK is less, as the whole moving area of the protagonists is empty. If Drop Zone is "out of the Box", then why do we not have Turrican around? In theory "every" program is "out of the Box" , as it can only run within the machines limitations.... my sprite examples were due to fact as some mentioned "moving a hell sprites"... and I say... no... not "hell"... the others I mention move imho more data around... No, they don't. 1 Quote Link to comment Share on other sites More sharing options...
Stormtrooper of Death Posted December 31, 2014 Share Posted December 31, 2014 There is 48k left for further enhancements. Cool. Thats 48K for future wonderfull expansions... Nice. By the way, if I may ask, do you bother if other programmers fill the 48K with some "wonders" , if you agree of course... (not speaking about myselve, because i have no time) Quote Link to comment Share on other sites More sharing options...
adam242 Posted December 31, 2014 Share Posted December 31, 2014 TV system is detected and some settings dependent on it (timer speed, music player speed, animation speed, sfx sample playing rate) are adjusted accordingly. Just curious... what method do you use to determine PAL/NTSC? Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted December 31, 2014 Share Posted December 31, 2014 NTSC detection: what about VCOUNT $D40B Read[edit]Vertical Line Counter Bit 7 Bit 6 Bit 5 Bit 4 Bit 3 Bit 2 Bit 1 Bit 0 ? ? ? ? ? ? ? ? This register tracks the scan line currently being generated. The value returned is the actual scan line divided by 2. Blank lines generated at the start of the display are included. The value for NTSC will range from 0 to 130 for NTSC, and 0 to 155 for PAL. This value is useful during Display List Interrupts to identify the vertical screen position. or PAL $D014 Read[edit]PAL flags. Bit 7 Bit 6 Bit 5 Bit 4 Bit 3 Bit 2 Bit 1 Bit 0 - - - - Video 3 Video 2 Video 1 Video 0 This register reports the display standard for the system. When Bits 3 to 0 are set to 1 (value $fhex/15dec) the system is operating in NTSC. When the bits are zero the system is operating in PAL mode. 1 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted December 31, 2014 Share Posted December 31, 2014 If Drop Zone is "out of the Box", IK is less, as the whole moving area of the protagonists is empty. If Drop Zone is "out of the Box", then why do we not have Turrican around? In theory "every" program is "out of the Box" , as it can only run within the machines limitations.... No, they don't. ah... are you sure? 32 bytes = 16 enemies (2 chars per sprite) as an example while a Gremlins sprite alone has 3x24... (I am not talking about the tables etc but Gremlins has much, too...) But anyway Dropzone is good but not "Groundbreaking". Quote Link to comment Share on other sites More sharing options...
Tezz Posted December 31, 2014 Share Posted December 31, 2014 With NTSC/PAL timing differences I do the following: for example calling your music player during VBL ... pal_ntsc lda $d014 cmp #$f bne play dec ntsc_dly+1 ntsc_dly lda #6 bne play mva #6 ntsc_dly+1 bne vbl_end play ...jsr music player etc.. .... vbl_end .. You could also write something similar making use of vcount as Heaven suggests Quote Link to comment Share on other sites More sharing options...
emkay Posted December 31, 2014 Share Posted December 31, 2014 ah... are you sure? 32 bytes = 16 enemies (2 chars per sprite) as an example while a Gremlins sprite alone has 3x24... (I am not talking about the tables etc but Gremlins has much, too...) But anyway Dropzone is good but not "Groundbreaking". So "EOR" Sprites were superior to substant sprites? Good. So Turrican can be easily done with those superior "EOR Sprites". Everyone will be happy with them... Quote Link to comment Share on other sites More sharing options...
+therealbountybob Posted December 31, 2014 Share Posted December 31, 2014 perhaps a separate thread for comparing games might have been better guys... [ducks under Atari table] who let them in here ARRRGH... Pavros fantastic You've made a superb game even better. IK EE is very slick indeed. I see you fixed the tiles cheat trick too! I could never master the weapon dodging so this now being only a few items makes it more fun. The limit of rounds option is neat too. The only minor gripe which remains for me is the white text on the yellow backgrounds when entering your initials. Perhaps even more backgrounds could be added and some sort of competition held to design them (not sure how many you can fit in, but if not enough room could perhaps be another version). When you get good at the game seeing all the backgrounds is the real incentive to keep playing. 11/10 1 Quote Link to comment Share on other sites More sharing options...
adam242 Posted December 31, 2014 Share Posted December 31, 2014 Thanks for the replies, Heaven and Tezz... I should have been more specific and asked Pavros what method did he use for IK Enhanced. The game runs too slow on my half-breed 800 (NTSC machine with PAL ANTIC). I'm guessing it's detecting NTSC, though the machine now runs at 50hz display rate. Is there an easy way to fix this? Would Heaven's VCOUNT method read my machine as PAL? Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted December 31, 2014 Share Posted December 31, 2014 Separate thread.... Pffff... Let me bust a thread off topic, too... no.... Will argue in another thread. 1 Quote Link to comment Share on other sites More sharing options...
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