+mksmith Posted June 2, 2019 Author Share Posted June 2, 2019 Good luck on your recoveries guys. Hopefully we can put together something worthwhile to play ? 3 Quote Link to comment Share on other sites More sharing options...
gambler172 Posted June 2, 2019 Share Posted June 2, 2019 Hi Mk plays very well,even with joystick 2 Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted June 2, 2019 Share Posted June 2, 2019 Both of you please feel better. mksmith, is there any way I can help? 5 Quote Link to comment Share on other sites More sharing options...
+mksmith Posted June 2, 2019 Author Share Posted June 2, 2019 Both of you please feel better. mksmith, is there any way I can help? Bob, thanks! Mike has suggested I try a couple of things which I will look at today. Once I get that sorted we can see where we are at. More than happy for any assistance! 1 Quote Link to comment Share on other sites More sharing options...
+mksmith Posted June 11, 2019 Author Share Posted June 11, 2019 (edited) Hi everyone, RevEng has been very kind in working on a solution to aid with rendering using sprites instead of tiles (issues around playfield width and the amounts of tiles and colors). I'll look at incorporating this into the game over the next day or so and get a new build up once this is complete. Edited June 11, 2019 by mksmith 6 Quote Link to comment Share on other sites More sharing options...
TrekMD Posted June 11, 2019 Share Posted June 11, 2019 Thanks for the update! 1 Quote Link to comment Share on other sites More sharing options...
Jinks Posted June 11, 2019 Share Posted June 11, 2019 That reveng is one hell of a guy.. 6 1 Quote Link to comment Share on other sites More sharing options...
The Usotsuki Posted June 11, 2019 Share Posted June 11, 2019 That might also help if someone feels like doing Arkanoid 2 which has moving blocks ;p 2 Quote Link to comment Share on other sites More sharing options...
+mksmith Posted June 11, 2019 Author Share Posted June 11, 2019 That reveng is one hell of a guy..Definitely! 3 1 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted June 13, 2019 Share Posted June 13, 2019 I will do the music and sound if you want. POKEY sound ok? Also, I had some ideas for increasing your color resolution. This is a trick I used in my Sky Scraper demo where you double buffer the character set and flip it every frame. This allows 10 colors per palette per character in 160A, and the same in 320B if you turn on Kangaroo mode. You have to watch your color selection to minimize flickering but it gets good results. 3 Quote Link to comment Share on other sites More sharing options...
+mksmith Posted June 14, 2019 Author Share Posted June 14, 2019 Synthpopalooza, Definitely that would be awesome! Sound is not my thing!! RevEng has been working with me to convert pretty much everything into sprites (he has kindly provided some assembly to change brick palettes, visibility etc) as I was running out of render time in 160B. I've started incorporating these changes back into the game but are still playing with a few things. Let me get back to where I was up to and we can take a further look. This is starting to turn into a real collaborative effort! RevEng and PacManPlus have already given me great help with code and guidance and if you are more than happy to jump on-board that would be much appreciated! 5 2 Quote Link to comment Share on other sites More sharing options...
Jinks Posted June 16, 2019 Share Posted June 16, 2019 Is there any files to download to try the game on real hardware yet? Only images are in the first post. 1 Quote Link to comment Share on other sites More sharing options...
+mksmith Posted June 17, 2019 Author Share Posted June 17, 2019 18 hours ago, Jinks said: Is there any files to download to try the game on real hardware yet? Only images are in the first post. Jinks, they are attached to the first post but I guess with the change-over of the forums they are still being recovered. Saying that I've been working on rebuilding source with the changes provided by RevEng and having just re-added the pill drops we now appear to moved past the visual artifacts we were getting with the prior version! I hope to finish cleaning up everything toward the end of the week and will post a new release either then or once we get the attachment features back on the forum. Still a way to go but we can progress with more confidence! 7 Quote Link to comment Share on other sites More sharing options...
Jinks Posted June 17, 2019 Share Posted June 17, 2019 Sounds great. I will download and try soon. Someday when it is finished will be interested in a cart fot sure. Thanks! 5 Quote Link to comment Share on other sites More sharing options...
+mksmith Posted June 22, 2019 Author Share Posted June 22, 2019 Still working away slowly... I've needed to go back and review the bank layout to try and fit the playfield and background (4 done, 1 for the DOH level left) images into a separate bank but still make sure rendering works correctly (starting to get a better understanding - thanks Mike!). Looks like we've got that sorted now so hopefully back to where were shortly but in a much better position to add the additional pill and other features required to finish the game. 5 Quote Link to comment Share on other sites More sharing options...
DracIsBack Posted June 22, 2019 Share Posted June 22, 2019 On 6/2/2019 at 7:30 AM, mksmith said: Good luck on your recoveries guys. Hopefully we can put together something worthwhile to play ? Thanks so much. Got sprung from my second hospital stay in four weeks last night. A build of Arkanoid is something to get one's spirits up! Exciting work being done here by you mksmith and you've got some legends on the homewbrew scene helping out with ideas. Arkanoid is a favorite of mine so I'm completely pumped! 5 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted June 22, 2019 Share Posted June 22, 2019 Tried to work on music yesterday and got sidelined. Will try again tomorrow. 4 Quote Link to comment Share on other sites More sharing options...
+mksmith Posted June 23, 2019 Author Share Posted June 23, 2019 17 hours ago, DracIsBack said: Thanks so much. Got sprung from my second hospital stay in four weeks last night. A build of Arkanoid is something to get one's spirits up! Exciting work being done here by you mksmith and you've got some legends on the homewbrew scene helping out with ideas. Arkanoid is a favorite of mine so I'm completely pumped! DracIsBack - hope you are going well! Hopefully soon! Been flatout with work and kids the past week or so which has delayed me a little + working through banking! Definitely very lucky to have the guys helping me along! A great community here! 2 Quote Link to comment Share on other sites More sharing options...
+mksmith Posted June 23, 2019 Author Share Posted June 23, 2019 12 hours ago, Synthpopalooza said: Tried to work on music yesterday and got sidelined. Will try again tomorrow. Synthpopalooza - all good mate no rush! Very grateful for your help! 2 Quote Link to comment Share on other sites More sharing options...
+mksmith Posted June 24, 2019 Author Share Posted June 24, 2019 Hi everyone, new build attached (unfortunately I cannot edit the main post currently). Changes: New sprite system and palettes (replaces tiles for the playfield) - thanks RevEng! All 4 main backgrounds 20 levels (bricks only) Level intro, game over messages full (full text) Lives indicator Paddle and joystick compatibility Everything is really the same but the backend has had major rework and is making better use of bankswitching etc. I've got the basic pills process in place (drops them as a test) so will get that done and the paddle explosion for the next release. 7 Quote Link to comment Share on other sites More sharing options...
R_Leo_1 Posted June 24, 2019 Share Posted June 24, 2019 Plays great! I love the progress on this so far 2 Quote Link to comment Share on other sites More sharing options...
+mksmith Posted June 25, 2019 Author Share Posted June 25, 2019 Hi everyone, new build attached. Changes: Added paddle explosion Fixed colors on paddle intro and re-added tip flash 6 Quote Link to comment Share on other sites More sharing options...
+mksmith Posted June 27, 2019 Author Share Posted June 27, 2019 Just a quick update. Have further completed the following: added all levels (32) which are fully playable (bricks only) added specific game over screen fixed the scoring to work correctly additional lives at 20,000 and then every 60,000 created all sprites for laser and wide paddles (including transitions) - bank 8 is full with the help of dmahole! moved all playfield sprites together into the rendering bank 2 (might still cause some grief with space down the track when I add more code - my plan to split code across bank 1/2 caused some rendering problems - TBC) Next up I need to change the paddle layout/positioning to work with all the new animations and widths (work from the centre of the paddle rather then the left edge). Once that is done then we can transition between the various paddle states when collecting pills. Also hoping to add animations to the grey/good blocks. I also looked at adding the intro but the font is too big for the text. Got a few options: leave out, just look at adding the ship image (with animations??) or look at a smaller font. Coming together nicely. Hopefully another build up soon ? 6 1 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted June 27, 2019 Share Posted June 27, 2019 Idea: Use a 320A or 320B font for the ship animation, have the ship in 160A or B. I will have some music and graphics tests this weekend. 5 Quote Link to comment Share on other sites More sharing options...
RevEng Posted June 27, 2019 Share Posted June 27, 2019 You could probably reuse the hiscore font for 320A text. You can split the screen into different modes using a topscreenroutine. Essentially an interrupt calls your custom subroutine at the top of the screen, and from within you can set the graphics mode, wait for a certain number of scanlines to pass, and change the graphics mode again. There's an example in the 7800basic samples directory. [edit - its called "splitmodedemo", and it demonstrates a 320A to 160A split] The only catch is the topscreenroutine will be present for all of your game, so anything you do for the animation needs to be conditional, so it only runs during the animation segment. 4 Quote Link to comment Share on other sites More sharing options...
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