Jump to content
IGNORED

Wavy Navy Is it possible??


neotokeo2001

Recommended Posts

Depends on how smooth you want to have them. If using blocky playfield graphics is acceptable, then there should be no problem with the waves.

 

I don't know if a blocky wave would kill the gameplay (too jittery?). Maybe just a static picture of a wave??(but that would be blocky too) Another idea is to break the wave into 3 sections (left. center, right) and just have each section rise and fall. This may be the best solution.

post-3832-1080146987_thumb.jpg

Link to comment
Share on other sites

Nonesense, it doesn't need to be that limited. The 2600 has 40 horizontal pixels. It looks pretty choppy in the example below, but if each "step" were limited to 1 pixel in height (as opposed to 1 to 8 in this pic), it would look less so (and take less memory).

 

This example uses 99 bytes per frame to store the playfield data. If the waves were rolling at 2 pixels per step (total of 12 frames), that could fit into 1 bank easily...each page of memory holding an odd and even frame #.

post-222-1080151029_thumb.jpg

Link to comment
Share on other sites

Nonesense, it doesn't need to be that limited.  The 2600 has 40 horizontal pixels.  It looks pretty choppy in the example below, but if each "step" were limited to 1 pixel in height (as opposed to 1 to 8 in this pic), it would look less so (and take less memory).

 

This example uses 99 bytes per frame to store the playfield data.  If the waves were rolling at 2 pixels per step (total of 12 frames), that could fit into 1 bank easily...each page of memory holding an odd and even frame #.

 

Thats way more detailed then I thought was possible. With that type of wave is it still possible to have the same number of enemies?

Link to comment
Share on other sites

The wave doesn't matter, since it's made of playfield GFX which is just fetched 3 bytes per scanline and then mirrored to the other half of the screen. Now that I think of it, the number of bytes can be further trimmed to 30 for each frame...since you are loading 3 bytes at a time and you could space the waves out so that 20 pixels exist from crest to crest. A seperate data table dictates how many scanlines each group of 3 bytes use on the screen (from 1 scanline to 8 ).

Not sure about the number of enemies tho. I reduced the number of them horizontally to 7 (which is what it is in Galaxian).

Link to comment
Share on other sites

Galaxian...hmm...how about hacking Galaxian to take playfield GFX into account? I dunno how much prospect there is for free cycles/ram/rom that Galaxian would allow, but there must be quite a bit devoted to the attract mode. The playfield would consume 600 bytes for the waves if they are scrolling 1 pixel at a time (300 if 2 pixels at a time), a dozen or so for the scanline counter values, and 3 bytes of ram to put the playfield data in prior to jumping to the display.

Link to comment
Share on other sites

The idea is that Galaxian already uses a small amount of processor time to display the borders of the screen (and the method above uses slightly more). If there is cycle time in the kernal being wasted, it should be possible.

 

Getting all of the free space, that's the real trick. But I've done it before :wink:

Link to comment
Share on other sites

If you could live without the 4 pixels on the outer edges, that would reduce the number of bytes to 2 each. A smoothly (1 pixel, that is) rolling wave consisting of 10 levels of height would consume 400 bytes...200 if it's rolling 2 pixels at a time (which would get it to fit on a single memory page). But scrolling 2 pixels might look too choppy...so I think that it would be better to consider 2 pages (odd frames grab from 1 page, even frames from an adjacent page).

Link to comment
Share on other sites

How about rolling the waves by simply shifting the bits?

 

And if you can accept some symmetrie you would only need 3 bytes/row which only have to be set once/row (using non-reflected playfield). Check e.g. Laser Gates, Cruise Missile (or Cave1K ;) for examples.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...