Captain Cozmos Posted May 15 Author Share Posted May 15 (edited) 20230515_035335.mp4 Simple to move around Give them the Starting Location, NPC NAME , Direction and Speed ; (BYTE 0-1, X/Y) (BYTE 2, NPC TYPE/DEAD) (BYTE 3, DIRECTION) (BYTE 4, SPEED) DB $21,$18,SWIRL,NO_MOVE,0,0,0,0 DB NO_MOVE DB NORTH DB SOUTH DB EAST DB WEST DB NORTH_EAST DB NORTH_WEST DB SOUTH_EAST DB SOUTH_WEST Put these commands in a table then let them do their thing. They can move in any of the 8 directions as if they were sprites. After I optimize the code I will release either a binary or video. Edited May 15 by Captain Cozmos 2 Quote Link to comment Share on other sites More sharing options...
Captain Cozmos Posted May 16 Author Share Posted May 16 20230516_012332.mp4 1 Quote Link to comment Share on other sites More sharing options...
CaptainBreakout Posted May 16 Share Posted May 16 Looks great so far! Loved this game on the Apple II ! Quote Link to comment Share on other sites More sharing options...
+evg2000 Posted May 16 Share Posted May 16 6 hours ago, Captain Cozmos said: 20230516_012332.mp4 4.76 MB · 0 downloads So a remake of that famous title, "Shamus pong!" 1 Quote Link to comment Share on other sites More sharing options...
Captain Cozmos Posted May 16 Author Share Posted May 16 Still honing my craft. It is amazing to me and I made the thing. At some time I plan to make these larger. Not in this game but in others. I am finding that making patterns act as sprites is not as hard as I thought but takes planing and a lot of time putting together. What I am gathering from a lot of these games I see around such as Asteroids, why use flickering sprites when you can use patterns? I disassembled the original Colecovision Time Pilot. They used Patterns for almost everything. When you look at the upcoming TP Sequel, which I can only suspect that is an MSX port. Flickering Sprites. This is not criticism of the games or work people have done but my way of thinking is to use the tools at hand. When you look at the time constraints and having to do it all by hand in the past you understand all of that old work. Today, we have modern tools to assemble all the graphics in a matter of days if not hours. Now that I have the math and the concept of tables it is only going to get easier. Quote Link to comment Share on other sites More sharing options...
Captain Cozmos Posted May 20 Author Share Posted May 20 20230519_221315.mp4 I stopped at 48 independent pattern objects. I know it can handle more but I see signs of struggling and the original goal was 40. Maybe one of these days I will try some bragging rights and fill the entire screen or something but until then it is what it is. So far with all the optimizations I have been able to get this under 7k. Mind you this is a separate build with a few of the internals used in the Shamus shell. The focus was to have up to 40 independent enemies and I achieved that goal so now I have to put it all together along with everything else that is missing. 1 Quote Link to comment Share on other sites More sharing options...
Yurkie Posted May 20 Share Posted May 20 47 minutes ago, Captain Cozmos said: 20230519_221315.mp4 25.63 MB · 0 downloads I stopped at 48 independent pattern objects. I know it can handle more but I see signs of struggling and the original goal was 40. Maybe one of these days I will try some bragging rights and fill the entire screen or something but until then it is what it is. So far with all the optimizations I have been able to get this under 7k. Mind you this is a separate build with a few of the internals used in the Shamus shell. The focus was to have up to 40 independent enemies and I achieved that goal so now I have to put it all together along with everything else that is missing. You Sir are either a genius or a madman...great work. Quote Link to comment Share on other sites More sharing options...
Captain Cozmos Posted May 20 Author Share Posted May 20 (edited) 24 minutes ago, Yurkie said: You Sir are either a genius or a madman...great work. Check out the new one because I could not leave well enough alone. 60 independent enemies, real ADAM, kick ass music. 20230519_230915.mp4 This is the end result of studying my disassembles, tables and IX is my new best friend. I know these move as one unit but I am using one table. Otherwise I would have to have 60 independent data sets just for this demo but they all are independent. Speed, pattern, xy, direction. for this it was 8x60 = 480 bytes. Out of those 8 I am only using 7 with 1 reserve for possible use later. With all the tables and IX I only have a 1 byte counter so the total memory used is 481 bytes plus the stack. No NMI corruption I'm not going to post another one but they can go at least one step faster. I wonder how many I can fit on screen. Edited May 20 by Captain Cozmos Quote Link to comment Share on other sites More sharing options...
Yurkie Posted May 20 Share Posted May 20 28 minutes ago, Captain Cozmos said: Check out the new one because I could not leave well enough alone. 60 independent enemies, real ADAM, kick ass music. 20230519_230915.mp4 28.02 MB · 0 downloads This is the end result of studying my disassembles, tables and IX is my new best friend. I know these move as one unit but I am using one table. Otherwise I would have to have 60 independent data sets just for this demo but they all are independent. Speed, pattern, xy, direction. for this it was 8x60 = 480 bytes. Out of those 8 I am only using 7 with 1 reserve for possible use later. With all the tables and IX I only have a 1 byte counter so the total memory used is 481 bytes plus the stack. No NMI corruption I'm not going to post another one but they can go at least one step faster. I wonder how many I can fit on screen. Wow. Let's see some firing at live enemy sprites please. Just a single level of gameplay would be incredible Quote Link to comment Share on other sites More sharing options...
Captain Cozmos Posted May 20 Author Share Posted May 20 (edited) Again, I just could not help myself. To prove that these are independent entities I disabled the loop and randomized the directions of most of the 60 patterns. The screen becomes scrambled because I have not programed any kind of wrap around so the patterns go off and corrupt the screen memory but you get the idea. I am proud of my work. 20230520_002954.mp4 Edited May 20 by Captain Cozmos 2 Quote Link to comment Share on other sites More sharing options...
Captain Cozmos Posted May 20 Author Share Posted May 20 (edited) Most of the wrap around is in place. I know that these objects will not be wrapping around in the Shamus game but this routine will be in others to come. I put in a kill bit so if an object is killed (turned off) it will be skipped over before sending to the screen so it does not slow anything else down or occupy space. Currently these things pass through each other with grace. Next will be a collision mask so no two of these can occupy an owned space be it a wall or other object. A ways back there was someone who made a version of lemmings for the Colecovison. These objects would be great for that type of game. How about Sinistar? Krull? Thousands of application and I am not sure why it has not been done before or maybe I missed it. Edited May 20 by Captain Cozmos Quote Link to comment Share on other sites More sharing options...
Captain Cozmos Posted May 20 Author Share Posted May 20 Now fixed the wrap around in all directions, no more vram corruption. 20230520_182940.mp4 3 Quote Link to comment Share on other sites More sharing options...
Yurkie Posted May 23 Share Posted May 23 On 5/20/2023 at 6:45 PM, Captain Cozmos said: Now fixed the wrap around in all directions, no more vram corruption. 20230520_182940.mp4 12.97 MB · 0 downloads Could each of the 8, be destroyed if they make contact with one another? And could you have the pattern change momentarily to an explosion when they collide? Quote Link to comment Share on other sites More sharing options...
Captain Cozmos Posted May 23 Author Share Posted May 23 (edited) I'm working on collisions now as the next step. I would also like to make a no sprite version of pong as proof of concept. The other game I was working on, Them's be Fight'in Cars uses 3 pattern wide missiles. So that is 8x24 and fly by at full speed. I can make clouds, NPC characters, you name it. Al be in 1 color though. I could even have even more if I use Mode 1 because you can have 768 pattern spaces. Despite no Sprites, I can also make 1 color games in text mode or make the first game in multicolor mode if I wanted to. Edited May 23 by Captain Cozmos Quote Link to comment Share on other sites More sharing options...
zyzzle Posted May 24 Share Posted May 24 Impressive routine, so smooth. You should make a Captain Cozmos version of Time Pilot to add to the fray. Quote Link to comment Share on other sites More sharing options...
Captain Cozmos Posted May 24 Author Share Posted May 24 (edited) 1 hour ago, zyzzle said: Impressive routine, so smooth. You should make a Captain Cozmos version of Time Pilot to add to the fray. I already started that but PixelBoy? beat me too it which I think is just another MSX port. Please don't hold me to that statement. I looked at the preview and I see flickering clouds which leads me to believe that they are all sprites. I disassembled the original Colecovision Time Pilot which is all made up of patterns but under the BIOS Object system so it was not an update of the original. He could also have rewrote the whole thing from the beginning which is cool too. Mine is a rewrite of the BIOS routines and more direct without the several step process of setting up tables, providing addresses and overhead. Basically create the patterns, provide a direction and speed. Change the direction on the fly by giving the direction bit of the object number. Same with speed and X/Y The system takes care of the rest. If I ever create a higher level routine it would look something like: Object 5, Start XY (16, 12), Direction North, Speed 2, Active, Score 10 I started development on this but only a horizontal version when I was working on Dino Eggs because the creatures never go diagonally and I think the spider went horizontal. So I got the Horizontal and Vertical perfect then I had to make diagonal. I hate flicker and I wanted at least a 3 color sprite for the main character. Edited May 24 by Captain Cozmos 1 Quote Link to comment Share on other sites More sharing options...
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