+Propane13 Posted January 13, 2016 Share Posted January 13, 2016 That's actually pretty neat. Since you would have to start from scratch, would you just pick a screen and try to render it as a starting point? Or, would you try to just get some engine code working (i.e. a running hero character against a backdrop)? Not trying to pry-- just curious about your approach. -John Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted January 13, 2016 Share Posted January 13, 2016 Yes, I'll start with a code to copy the background data from ROM, stores on extra RAM, then set the variables to draw the screen. Later, the code for the floor bricks, then how to put enemies on screen, at this point I'll be able to build an entire level, although not working (enemies AI, traps, falling bricks, etc...) For background I'll use a nibble for each PF, so with 2 bytes I have information for PF1-PF2-PF2-PF1. 6 bytes per screen. I have an idea to animate the background for the falling bricks then I can display the pieces on the floor. It's needed as some switches require be activated by falling bricks. Quote Link to comment Share on other sites More sharing options...
miker Posted June 22, 2017 Share Posted June 22, 2017 Polite bump. Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted June 22, 2017 Share Posted June 22, 2017 It`s over. Me and Chris have too many side projects, real life stuffs, personally I`m dedicating my free time to Odyssey 2 programming. Anyone who want to code this game, feel free to do, but I only will help with my sprites and animation engine if you have at least one working stage. This sucks but I think it`s better leave it behind than keep dreaming. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted June 23, 2017 Share Posted June 23, 2017 Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted June 23, 2017 Share Posted June 23, 2017 It`s over. Me and Chris have too many side projects, real life stuffs, personally I`m dedicating my free time to Odyssey 2 programming. Anyone who want to code this game, feel free to do, but I only will help with my sprites and animation engine if you have at least one working stage. This sucks but I think it`s better leave it behind than keep dreaming. Sorry to hear that... you'd done some amazing work on it. But maybe someone will take up the project again someday. 2 Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted June 23, 2017 Share Posted June 23, 2017 Anyone who want to code this game, feel free to do, but I only will help with my sprites and animation engine if you have at least one working stage. Please make sure that all your work is secured and backed up so more than just one or two people have access. Especially the animations you created are very valuable for anyone attempting this project in the future. Thanks for all your work and good look with your other projects. 1 Quote Link to comment Share on other sites More sharing options...
cd-w Posted June 23, 2017 Share Posted June 23, 2017 I'm afraid this is my fault - my personal circumstances have changed such that I can't take on a project of this size for the foreseeable future. Ivan spent a lot of time completing the sprites and animations, and it would be great is someone else could take on this project. Chris Quote Link to comment Share on other sites More sharing options...
DirtyHairy Posted June 23, 2017 Share Posted June 23, 2017 (edited) Holy moly! I just tried popspikes and princeani during lunchbreak, and both animation and level look and feel totally awesome. I felt instandly teleported back to the DOS version and almost forgot that I was looking at a VCS. Ivan, Chris, have you considered putting this on github as open source? I am not saying that I want to try and continue the project, I have far too many real world obligations for the foreseeable future (+ no experience with game-scale VCS development), but I would definitely like to take a peek and who knows who else might look at it and decide to give it a spin. Edited June 23, 2017 by DirtyHairy 2 Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted June 23, 2017 Share Posted June 23, 2017 I was not expecting people being so sad about this. I'm afraid this is my fault - my personal circumstances have changed such that I can't take on a project of this size for the foreseeable future. Ivan spent a lot of time completing the sprites and animations, and it would be great is someone else could take on this project. Chris Is not your fault, when I arrived the project was already dead, I tried to resurrect it but this is not how things works. I decided to quit because it's not fun anymore. After the animation demo, I lost interest because I did what I really wanted, a perfect POP animation code on Atari 2600. I was very happy to make the sprites, this is something I used to do for fun years ago, so there's no problem for the time spend. I still draw stuffs for nothing, like this Jessica Rabbit sprite : Please make sure that all your work is secured and backed up so more than just one or two people have access. Especially the animations you created are very valuable for anyone attempting this project in the future. Thanks for all your work and good look with your other projects. Thank you Thomas. I don`t know if there's something to be backed as the animation code is a mess and needs to be optimized, I'll see what is useful and send to Chris. Sorry to hear that... you'd done some amazing work on it. But maybe someone will take up the project again someday. Thanks Nathan. That would be cool. I said only gonna help if a programmer show me a working level, to not feed any hopes and dreams anymore. Ivan, Chris, have you considered putting this on github as open source? I am not saying that I want to try and continue the project, I have far too many real world obligations for the foreseeable future (+ no experience with game-scale VCS development), but I would definitely like to take a peek and who knows who else might look at it and decide to give it a spin. There's nothing really. The "working demo" stage was made for starpath supercharger, and can't hold the prince animation data. I think the source is out somewhere. I'll post here all the good ROM files I have here, for posterity : Unreleased storyboard music (by Chris Walton) : pop.bin The famous working level (SuperCharger, by Chris Walton) : popspikes.bin The intro storyboard animation (by me) : PoPstoryAnim.bin And the playable prince animation (F8, by me) : princeanim.bin Those are most relevant ones. 3 Quote Link to comment Share on other sites More sharing options...
mos6507 Posted June 23, 2017 Share Posted June 23, 2017 All I know is if someone is thinking of taking this project on, it would be a heck of a lot simpler to finish Death Derby instead. That's the last loose-end I can see ever getting tied up for me. Quote Link to comment Share on other sites More sharing options...
StanJr Posted June 24, 2017 Share Posted June 24, 2017 Yeah, this is really unfortunate the hear. This was an incredible project at the time and it's sad to see it shuttered, but totally understandable. Rarely do things like this get picked up and finished, but maybe... Thanks for all the incredible work to get it this far. 2 Quote Link to comment Share on other sites More sharing options...
cd-w Posted June 24, 2017 Share Posted June 24, 2017 One more binary - this was my attempt to reboot the project using the SARA superchip, instead of the Supercharger. Just a 1 screen demo, but a nice kernel nonetheless. Chris popSARA.bin 1 Quote Link to comment Share on other sites More sharing options...
RevEng Posted June 24, 2017 Share Posted June 24, 2017 Very nice! With talk of "fault", I figured I'd say that there's no obligations when taking on homebrew projects. You guys fired up our imaginations with these kernels and demos. Job well done. Someone else can carry the torch, or not, but either way we're richer. 4 Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 12, 2020 Share Posted April 12, 2020 On 1/8/2016 at 1:56 AM, LS_Dracon said: 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. This type was added to Stella at 1/26/2016 (named CV+). Has there ever been a ROM created for this? Quote Link to comment Share on other sites More sharing options...
MissCommand Posted April 16, 2020 Share Posted April 16, 2020 Just caught this thread... amazing work. The storyboard animation for the prince and princess is beautiful! Love the flowing hair, skirt, and cape... that might just be the best animation I have seen on the 2600. 1 Quote Link to comment Share on other sites More sharing options...
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