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Bits and Bytes: My 7800 programming tests and demos


saxmeister

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I've been playing some Tiny Tina's Wonderland and this :

 

Spoiler

There is a quest where you can help the Murfs - they are yellowy brown with red hats and fighting against the Blue Murfs, you guessed it blue with white hats, and their boss is Garglesnot.

 

I doubt this one is licensed, would love to see them send a C&D to Gearbox / Epic

 

image.jpeg.19f65880bdcabb88db861b54bbf020da.jpeg

 

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  • 3 weeks later...

Over on the Atari 7800 Homebrews Facebook group someone mentioned Cloak and Dagger as a target for conversion to the 7800. I needed a little break from work and this was only graphics editing with a little code, so I jumped on just the title screen.

The original game had dual 6502 CPUs, dual POKEYs for sound, and an oddball resolution of 256x232. The pixel pairs used for multicolor on 160 resolutions wouldn't work too well with this. And the 320 resolution would be better suited but it comes with its own issues.

The arcade machine used double-pixels on the title so I tried using the original graphics, but then worked on a "higher resolution" version that smoothed out the look of the doubled pixels for the logo.

Just testing to see... 

 

JS7800 Links:

Original logo: https://raz0red.github.io/js7800/?cart=https://atariage.com/forums/applications/core/interface/file/attachment.php?id=940342

Smoothed logo: https://raz0red.github.io/js7800/?cart=https://atariage.com/forums/applications/core/interface/file/attachment.php?id=940343

A better interactive demo: https://raz0red.github.io/js7800/?cart=https://atariage.com/forums/applications/core/interface/file/attachment.php?id=942352

 

I added some additional items from the arcade game: text screens, some graphics, the beginnings of the elevator scene, etc. Again, just a proof of concept, but I could see fleshing this out as well.

 

cloak.bas.a78 cloakhr.bas.a78

 

cloak01.bas.a78 cloak01.bas.bin

Edited by saxmeister
Updated ROM links
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  • 5 months later...

Just a note before anyone sees this: I am NOT working on porting Rick Dangerous to the 7800 (although I would love to see it).

 

I wanted to experiment with those full screen graphics like the ZX Spectrum with the monochromatic art style and happened to pick Rick Dangerous for a trial. I really wanted to see if I could put as many pixels on screen without hitting the limits of 7800basic/Maria.

 

So, the experiment continues. I'm going to try a 160 version based on the C64 artwork next.

 

rick_draft.thumb.png.a1101d9f281056c1096de47b74662499.png

Link to JS7800: https://raz0red.github.io/js7800/?cart=https://forums.atariage.com/applications/core/interface/file/attachment.php?id=979352&key=cb9552f14e4fad3c23b8f207c6648eef

 

rick01.78b.a78 rick01.78b.bin

Edited by saxmeister
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On 2/18/2022 at 12:09 PM, saxmeister said:

L

 

So, some tests....

 

First one: Palette swapping for the old pseudo-3D flying effect. (Remember this one from back in the day?)

 

Link to JS7800: https://raz0red.github.io/js7800/?cart=https://atariage.com/forums/applications/core/interface/file/attachment.php?id=918726

 

palettetest.bas.a78 32.13 kB · 98 downloads palettetest.bas.bin 32 kB · 18 downloads

Err

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On 2/18/2022 at 12:09 PM, saxmeister said:

Plus, who doesn't think the 7800 didn't get enough love back in the day?!?!

Absolutely right! People called it inferior to the BES, but it really was a beast compared to the humble NES. Heck, it can do things not even the SNES can do!

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  • 2 weeks later...

Ah! Zombies

I remember playing so many different versions of this step-based game. The difficult parts were getting the game to run step-by-step and then moving the zombies and detecting when they fell into quicksand pits. Not the most intense game, but I always liked it.

 

Early days, so there are still several bugs.

  • Still have to add zombies and quicksand pits that don't automatically hit the player as the game starts
  • Limiting movement so it doesn't "wrap"
  • Better detection routines
  • Finalized artwork
  • Sound FX
  • Music
  • Difficulty levels

So much more to do on this, but thought I would share the early work so far.

 

JS7800 Link: https://raz0red.github.io/js7800/?cart=https://forums.atariage.com/applications/core/interface/file/attachment.php?id=983114&key=a06d1d96f089ed5d0dfc5b9deb85b61b

 

zombies03.78b.bin zombies03.78b.a78

Edited by saxmeister
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On 11/17/2022 at 10:06 PM, saxmeister said:

Ah! Zombies

I remember playing so many different versions of this step-based game. The difficult parts were getting the game to run step-by-step and then moving the zombies and detecting when they fell into quicksand pits. Not the most intense game, but I always liked it.

 

Early days, so there are still several bugs.

  • Still have to add zombies and quicksand pits that don't automatically hit the player as the game starts
  • Limiting movement so it doesn't "wrap"
  • Better detection routines
  • Finalized artwork
  • Sound FX
  • Music
  • Difficulty levels

So much more to do on this, but thought I would share the early work so far.

 

JS7800 Link: https://raz0red.github.io/js7800/?cart=https://forums.atariage.com/applications/core/interface/file/attachment.php?id=983114&key=a06d1d96f089ed5d0dfc5b9deb85b61b

 

zombies03.78b.bin 32 kB · 2 downloads zombies03.78b.a78 32.13 kB · 35 downloads

Nice job, but a lot could be improved. (Sometimes when you spawn, it kills you instantly) Very nice title-screen hiding the 320A limitations, though! I wonder how that'll look on my RF 7800....

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  • 2 weeks later...
On 11/24/2022 at 6:57 PM, gambler172 said:

Hi Saxmeister

Zombie looks good...but I would like to see more

KRULL 😉

Don't worry... I'm still working on it. I'm working on other smaller projects to build up my 7800 skillset to help get me there. I want to make sure I do Krull justice. I work through a coding issue in these other test games and apply that to Krull. It's still coming.

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Pong 7800

pong_title.thumb.png.3d35ad4853a5ec351d7e0bd3b4d78f85.pngpong_game.thumb.png.93a150c7eb24659b4b8e62246f6ec71c.png

I was working through the classic Atari arcade games and bypassed Pong simply because everyone else had done it. But, I wanted to at least take it on.

This is an early version, but everything works (mostly).

  • 320 mode
  • one or two player (with computer player that needs tons of tweaks)
  • Joystick only control for now
  • No sound so far

Things to add/complete:

  • Physics need bug tweaks, especially for moving paddles
  • Color(?)
  • paddle control option
  • Sounds - TIA and POKEY options
  • Music - TIA and POKEY options
  • More game options
  • Better AI options
  • Removing the color coded regions of the paddles (for debugging only right now)

 

Ver. 0.6

  • Updated "AI" player to be easier
  • Fixed the service direction after a score (now serves against the player that just scored)

 

Ver. 0.7

  • Added basic SFX

 

JS7800 Link (ver. 0.7): https://raz0red.github.io/js7800/?cart=https://forums.atariage.com/applications/core/interface/file/attachment.php?id=988173&key=25a1adc5fb9dd0f0020bf484780242d7

 

pong05.78b.bin pong05.78b.a78

pong06.78b.a78 pong06.78b.bin

pong07.78b.a78 pong07.78b.bin

Edited by saxmeister
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1 hour ago, Ecernosoft said:

I agree. 

 

*everyone looks at me because I post too much*

What?

It's not cute or quirky to acknowledge that you post way too much. Instead of making the problem worse by making ANOTHER post acknowledging it, listen to people and stop doing it. But knowing your history, that's not gonna happen.

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Space Invaders

 

My ADD strikes again and I'm hit with a 3 o'clock in the morning urge to code a classic game. And Space Invaders comes into my radar. I just got the basics of this working and will need to finalize the animation, shots for both invaders and the player.

 

I really need time to focus on finishing one project and get away from these 85% complete projects. But, I start trying to work on learning something for game logic or performance optimization and a new translation comes out of it. Not that we needed *another* Space Invaders on the 7800, but it helps me learn.

 

EDITL I attached the in progress ROM files for testing. No shooting. No scoring. No SFX or music. All of this will be added later.

spaceinvaders_title.thumb.png.346130d79b646d7ef1e2d8e5a12c126d.pngspaceinvaders_play.thumb.png.a104bed21020c51ddf52550e8e680c8e.png

spaceinvaders_05.78b.a78 spaceinvaders_05.78b.bin

 

JS7800 Link: https://raz0red.github.io/js7800/?cart=https://forums.atariage.com/applications/core/interface/file/attachment.php?id=1002629&key=6d2baa649c6352f5cc5f76d96f2442b2

Edited by saxmeister
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1 minute ago, saxmeister said:

My ADD kicks in again and a 3 o'clock in the morning urge to code a classic game kicks in. And Space Invaders comes into my radar. I just got the basics of this working and will need to finalize the animation, shots for both invaders and the player.

Man, that's pretty much spot-on accurate - graphically speaking - to the arcade version.  Nice ;-)

1 minute ago, saxmeister said:

I really need time to focus on finishing one project and get away from these 85% complete projects. But, I start trying to work on learning something for game logic or performance optimization and a new translation comes out of it. Not that we needed *another* Space Invaders on the 7800, but it helps me learn.

Have you considered maybe doing a multigame release?  Something like Space Invaders bundled with Space Invaders Deluxe, maybe a couple of arcade hacks / bootlegs on the same hardware, and a menu to select the game?

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57 minutes ago, saxmeister said:

I really need time to focus on finishing one project and get away from these 85% complete projects. But, I start trying to work on learning something for game logic or performance optimization and a new translation comes out of it. Not that we needed *another* Space Invaders on the 7800, but it helps me learn.

I can definitely relate to this feeling. On the other hand, it's okay that not every project gets completed, and enjoying a hobby isn't just about what you end up producing at the end. Experimenting with different ideas is fun, and learning new things is definitely good. 🙂 

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1 hour ago, gambler172 said:

Hi Saxmeister

The Pong computer can not be beaten 😭

Yeah, I've got to work on that. I've got a quick fix I'll try to roll out ASAP. And don't feel bad, I haven't been able to beat it as it is!

 

EDIT: Alright @gambler172, Pong has been updated with a winnable AI player. It's still tough, but not quite as impossible.

Edited by saxmeister
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Great demos, I'm going to try out a few on my DF.

 

One suggestion @saxmeister, since you would rather not be doing stuff that others have done, perhaps a port of something like Xari Arena on the 5200? IIRC that game was almost complete anyways and it's certainly unique among Breakout clones. 

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On 12/10/2022 at 9:06 PM, Karl G said:

I can definitely relate to this feeling. On the other hand, it's okay that not every project gets completed, and enjoying a hobby isn't just about what you end up producing at the end. Experimenting with different ideas is fun, and learning new things is definitely good. 🙂 

Exactly this. The number of projects I start vs those that turn into something that I release as either a demo or "show and tell" is like 10:1. 

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