atari1byte Posted August 23, 2022 Share Posted August 23, 2022 Hello everyone! The best graphics resolution? I am looking for a book for programming Games. Which one do you recommend? Thank you all! Quote Link to comment Share on other sites More sharing options...
TGB1718 Posted August 23, 2022 Share Posted August 23, 2022 (edited) It really depends on what type of game your making, maybe a bit more information on what your planning Edited August 23, 2022 by TGB1718 Quote Link to comment Share on other sites More sharing options...
atari1byte Posted August 23, 2022 Author Share Posted August 23, 2022 27 minutes ago, TGB1718 said: It really depends on what type of game your making, maybe a bit more information on what your planning A simple game like SPACE INVADERS Thanks! Quote Link to comment Share on other sites More sharing options...
Irgendwer Posted August 23, 2022 Share Posted August 23, 2022 (edited) 4 hours ago, atari1byte said: The best graphics resolution? Depends what "best" means. Easy to program, performant resolution can be different to a colorful or high-res resolution. 4 hours ago, atari1byte said: I am looking for a book for programming Games. Not knowing your background this is hard to tell, as programming games on the Atari has at least three branches you have to care about: - programming and programming language (e.g. Pascal, C, Basic, 6502 Assembler) - knowledge of game design, game logic - knowing the hardware specific features of the Atari IMHO for all branches there are good books while there is not really a good single one (which IMHO makes sense anyway). Edit: But just for completeness, here a book trying to cover all aspects: http://www.atarimania.com/documents/Atari-Graphics-and-Arcade-Game-Design.pdf Edited August 23, 2022 by Irgendwer Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted August 23, 2022 Share Posted August 23, 2022 If it's just Space Invaders, hi-res mode like ANTIC 2 works. Make your invaders character sprites, use HSCROL trick to move the entire phalanx left or right ... it can be made to look exactly like it. I also have a sfx binary for this that I will post up if anyone's interested ... 1 Quote Link to comment Share on other sites More sharing options...
Rybags Posted August 23, 2022 Share Posted August 23, 2022 If you have Space Invaders sfx that are like the arcade original I'd be interested in hearing them. Quote Link to comment Share on other sites More sharing options...
rdefabri Posted August 23, 2022 Share Posted August 23, 2022 1 hour ago, Synthpopalooza said: If it's just Space Invaders, hi-res mode like ANTIC 2 works. Make your invaders character sprites, use HSCROL trick to move the entire phalanx left or right ... it can be made to look exactly like it. I also have a sfx binary for this that I will post up if anyone's interested ... Honest question - why not use ANTIC 4? Same resolution, more colors - is it because Space Invaders doesn't need the extra colors? 1 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted August 23, 2022 Share Posted August 23, 2022 You could do ANTIC 4, but if you don't need the extra colors, hi-res invaders look better. You can also do a DLI color change to mimic those cellophane overlays the arcade game used for the shields. 3 1 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted August 23, 2022 Share Posted August 23, 2022 1 hour ago, Rybags said: If you have Space Invaders sfx that are like the arcade original I'd be interested in hearing them. They are very close ... keeping in mind that sfx in those days were not done using audio chips, but instead using dedicated audio circuits or analog means. The dying invader and spaceship sounds are analog circuit generated in particular. This makes them very difficult (not impossible) to transcribe to a digital audio chip like POKEY. I am heading out to work but will post these tonight 1 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted August 23, 2022 Share Posted August 23, 2022 (edited) Oh, found them ... technical explanations later ... EDIT: It's later, lol ... From memory, this is how I set it up: AUDCTL=$61 (1.79 clock on 0 and 3, 15khz base clock) 0 - $Cx saw wave @1.79 - invader deaths, player shots 1 - $Ax @15khz - invader marching notes 2 - $0x noise @1.79 - player death, player shots 4 - $Ax @15khz - mothership sounds and death The high saw wave on 0 mimics that analog circuit sound for killing the invaders. Also, 0 and 3 play together for the player shots. A low deep bass at $Ax handles the 4 note invader marches. I therefore had to use the same in the fourth channel for the mothership sounds. invaders_v2.obx invaders_v2.asm Edited August 23, 2022 by Synthpopalooza 2 1 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted August 24, 2022 Share Posted August 24, 2022 You can see some comparisons between using Antic 2 / F and Antic 4 / E in this thread: Space Invaders - WIP 1 1 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted August 24, 2022 Share Posted August 24, 2022 In fact, this was the project that I had originally worked up these sounds for. No idea if it's still a WIP or if he's put it aside ... 2 Quote Link to comment Share on other sites More sharing options...
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