LS_Dracon Posted April 25, 2014 Share Posted April 25, 2014 (edited) Slow but going. BTW let me refresh the topic with the project tech demos (nothing new, just for newcomers know what we're talking). Here's the level demo, programmed by Chris Walton (old engine, supercharger) : popspikes.bin Here's the latest prince animation demo (small changes, I don't remember), by me : princeanim.bin Chris is working on a new "game engine", updated for Harmony Cart. I'm still working on sprites, fixing some frames, making them more accurate. Sorry to not have better news. Edited April 26, 2014 by LS_Dracon 6 Quote Link to comment Share on other sites More sharing options...
iesposta Posted April 26, 2014 Share Posted April 26, 2014 Wow! popspikes.bin is really beautiful! I had not seen that before. I have seen the fluid animations. Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted April 26, 2014 Share Posted April 26, 2014 (edited) That demo is the reason I'm here It kind of blew my mind about Atari 2600 programming. Edited April 26, 2014 by LS_Dracon Quote Link to comment Share on other sites More sharing options...
Cybearg Posted April 26, 2014 Share Posted April 26, 2014 That is the most amazing thing I've ever seen on the 2600. Holy crap! Quote Link to comment Share on other sites More sharing options...
tokumaru Posted April 27, 2014 Share Posted April 27, 2014 Amazing! I can't express how much I love this project! Quote Link to comment Share on other sites More sharing options...
mos6507 Posted July 23, 2014 Share Posted July 23, 2014 Since the last post was in April I'm assuming the project is still on? Definitely would love to see this get finished. Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted July 23, 2014 Share Posted July 23, 2014 Since Star Castle Arcade development I was not able to talk with Chris so I have no news about this project. I'm finishing a new game right now and have plans to code something for PoP later, perhaps a new (more complete) animation demo. Quote Link to comment Share on other sites More sharing options...
miker Posted April 12, 2015 Share Posted April 12, 2015 Any news? Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted April 12, 2015 Share Posted April 12, 2015 (edited) Sorry, no. I think this project entered again in "development hell". What bug me is all effort I put in the graphics and, at the end, all we have is the worst looking version of the game. Edited April 12, 2015 by LS_Dracon Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 12, 2015 Share Posted April 12, 2015 It would be good to backup the designer work. So that, if eventually someone picks up the project or wants to do it from scratch, this work doesn't have to be done again. Quote Link to comment Share on other sites More sharing options...
mos6507 Posted April 12, 2015 Share Posted April 12, 2015 (edited) Sorry, no. I think this project entered again in "development hell". What bug me is all effort I put in the graphics and, at the end, all we have is the worst looking version of the game. I know that well, courtesy of Death Derby, or one of my animation projects I've all but abandoned. It's hard to let go of something you wanted to see happen but for whatever reason couldn't or wouldn't finish it. Edited April 12, 2015 by mos6507 Quote Link to comment Share on other sites More sharing options...
+Defender_2600 Posted April 13, 2015 Share Posted April 13, 2015 Sorry, no. I think this project entered again in "development hell". What bug me is all effort I put in the graphics and, at the end, all we have is the worst looking version of the game. Hi LS_Dracon, I am sorry to know that this project is in a stalemate, you have made an amazing job and yours sprites and animations are impressive. I really love them. I would like to show you some suggestions for background graphics (I made a few mockups some time ago) in the case it can be a help for your inspiration. Regardless, thanks again for having shared your efforts. Sincerely Marco 3 Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted April 13, 2015 Share Posted April 13, 2015 Thanks Marco.I like your edits.Actually I not did the old background art, this already was done when I joined to the project.Only the yellow temple, but that was a quick mock up.I would like to know if you have an idea for the princess room? Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 13, 2015 Share Posted April 13, 2015 Nice stuff! Using slightly(!) different graphics for PF0, PF1 and PF2 might make the bricks look a bit more realistic. Nitpicking detail question: Why are the bricks highlighted? In the original they area darkened. Quote Link to comment Share on other sites More sharing options...
+Defender_2600 Posted April 13, 2015 Share Posted April 13, 2015 Thanks Marco. I like your edits. Actually I not did the old background art, this already was done when I joined to the project. Only the yellow temple, but that was a quick mock up. I would like to know if you have an idea for the princess room? I'm really happy that you like. Thank you. About the princess room, I'm assuming that you are referring to the introduction screen: http://www.mobygames.com/game/amiga/prince-of-persia/screenshots/gameShotId,32362/ it seems difficult to get a good compromise but I will do a few attempts. I take this occasion to thank everyone involved in this project. Quote Link to comment Share on other sites More sharing options...
+Defender_2600 Posted April 13, 2015 Share Posted April 13, 2015 Nice stuff! Using slightly(!) different graphics for PF0, PF1 and PF2 might make the bricks look a bit more realistic. Nitpicking detail question: Why are the bricks highlighted? In the original they area darkened. No nitpicking detail question because I have not updated the palette. Here with colors faithful to the original version: 2 Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 13, 2015 Share Posted April 13, 2015 Better. But probably using gray instead of blue would look even better. But before going into that detail, someone has to code this game. Quote Link to comment Share on other sites More sharing options...
+Defender_2600 Posted April 13, 2015 Share Posted April 13, 2015 Better. But probably using gray instead of blue would look even better. ...or even better to have the option to select the color blue / gray through the difficulty switches. I had proposed this option for 7800: http://atariage.com/forums/topic/219298-prince-of-persia-for-the-7800/page-2?do=findComment&comment=2883242 Quote Link to comment Share on other sites More sharing options...
gfvh Posted April 15, 2015 Share Posted April 15, 2015 (edited) I did some animation using the real sprites of Prince of Persia with lowered resolution https://youtu.be/EbDcfHpdl6I It's done with the playfield. If I ever do a game with this I would name it "The Mirror and the Shadow" or "The Sands in the Mirror" or something like that, to justify the use of mirrored background to save memory and work less If the video is confusing I tell you that it's the guy running to the next screen where he encounters a guard that turns to him to draw the sword but I didn't do that part, Edited April 15, 2015 by gfvh Quote Link to comment Share on other sites More sharing options...
gfvh Posted April 27, 2015 Share Posted April 27, 2015 After downloading the EXCELLENT work LS_Dracon and Chris Walton made, I feel ashamed of my last post. Next time I'll read everything before posting Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted April 27, 2015 Share Posted April 27, 2015 Don't worry about that, everyone need start somewhere. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 28, 2015 Share Posted April 28, 2015 Exactly. And don't forget to update Stella. You are at 2.8, latest version is 4.6.1 now. Quote Link to comment Share on other sites More sharing options...
+Propane13 Posted January 7, 2016 Share Posted January 7, 2016 I know this project is in a holding position, but would someone be able to comment on how things were left? It might be helpful to have that posted at the end of the thread. I see a lot of mock-ups and tech demos, but I'm not quite sure how it all fits together. Is this thread about a bunch of "what could be" screenshots, or was some of that implemented into a binary, and then abandoned for technical reasons? Sorry to request a summary, but I'm a little bit confused on the thread. -John Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted January 8, 2016 Share Posted January 8, 2016 These tech demos are to display a specific part of the game, now we know it could work, I need to code the game itself, based on these experiments. As the sole programmer of the project now, I'm trying to find the best bankswitch type for it.After failed with F4SC (32 kb + 256 bytes of extra RAM) now I'm thinking to create a new ROM type based on Commavid's Video Life (1kb of extra RAM + 2 kb of ROM) but with possibility to bankswitch the 2kb of ROM.1kb of RAM is overkill but if this makes the programming easier (and certainly will do), I don't care. I need about 400 bytes of extra RAM for the game, that's what I'm aiming. I've lost too much time coding the F4SC structure, and the data compression, which worked (it saved 800 bytes, almost 1kb of the prince graphics data) but makes everything too much difficult to code. 1 Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted January 13, 2016 Share Posted January 13, 2016 Well, what I want already exist, it's the 3E bankswitch type. Now I have a 16k ROM full of nothing, I'll expand for 32kb when needed. Actually 3E allows me to easily expand both, ROM and RAM. A start for a long journey. 2 Quote Link to comment Share on other sites More sharing options...
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