Cybergoth Posted August 22, 2005 Share Posted August 22, 2005 Hi there! Edited 20.12.2005: Here comes the second public demo of my next game Colony 7! Well, it's still not really playable, but very close now: You can already shoot things Greetings, Manuel colony7.zip Quote Link to comment Share on other sites More sharing options...
DEBRO Posted August 22, 2005 Share Posted August 22, 2005 This looks good Manuel I assume the objects you're showing won't move. I'm not familiar with Colony 7. Hmmm...all that color gets me thinking about a Caverns of Mars...uummm...Phobos for the VCS Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted August 22, 2005 Author Share Posted August 22, 2005 Hi there! I assume the objects you're showing won't move. I'm not familiar with Colony 7. No, all hardcoded here. The game is very similar to Atlantis, just a lot better. I'd think Colony 7 was the "model" for it Hmmm...all that color gets me thinking about a Caverns of Mars...uummm...Phobos for the VCS Hehe Greetings, Manuel Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted August 22, 2005 Share Posted August 22, 2005 Since a Colony 7 conversion for the VCS will have to compete with Atlantis, what do you think? First, the mockup looks fine. With a striped PF it won't be quite as groovy though I think that a striped PF can kinda smooth out the hard corners in a bumpy landscape; I think this works especially well in a "space" game. Thrust+ is a good example of what I mean. But as far as competing with Atlantis: what will really matter is how much of the gameplay of Colony7 you can bring over, especially the enemy movements and strafings. I don't think Atlantis is any great shakes of a game, though it does look rather pretty, but it does cover a lot of the Colony7 ground pretty well. Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted August 22, 2005 Author Share Posted August 22, 2005 Hi there! With a striped PF it won't be quite as groovy though I think that a striped PF can kinda smooth out the hard corners in a bumpy landscape; I think this works especially well in a "space" game. I'm just beginning to realize that the problem is way worse... actually the sprites would get striped as well, as they're also not just repeating from one scanline to the next... Hm... hm... back to the drawing board with this... But as far as competing with Atlantis: what will really matter is how much of the gameplay of Colony7 you can bring over, especially the enemy movements and strafings. I think everything can be done in a VCS version. Besides particles, the arcade never has more than 3 enemies + the crosshair on the upper part of the screen. Also the enemies never come so deep that they'd be in vertical conflict with the cannons Greetings, Manuel Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted August 22, 2005 Share Posted August 22, 2005 I'm just beginning to realize that the problem is way worse... actually the sprites would get striped as well, as they're also not just repeating from one scanline to the next... Hm... hm... back to the drawing board with this... Looking at the arcade screen, the outer edges (L & R) are *almost* symmetrical - and in your 2600 mockup they are also *almost* symmetrical - so why not make PF0 completely symmetrical for the 2600 port (assuming a reflected playfield)? Saves you one read/write per scanline, and also you don't have to update PF0 every line. Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted August 29, 2005 Author Share Posted August 29, 2005 Hi there! Hm... hm... back to the drawing board with this... Ok, probably not as pretty as my first try, but still all elements on the screen: Since the sprites have to be updated each scannline anyway, they have a higher level of detail now, but the playfield on the other side had to suffer a lot. One definite advantage of the new design though certainly is that - unlike the old one - it is doable this time... I think have a pretty solid plan for a conversion of this game by now... Greetings, Manuel Quote Link to comment Share on other sites More sharing options...
supercat Posted August 29, 2005 Share Posted August 29, 2005 Since the sprites have to be updated each scannline anyway, they have a higher level of detail now, but the playfield on the other side had to suffer a lot. One definite advantage of the new design though certainly is that - unlike the old one - it is doable this time... 920931[/snapback] I haven't measured your object positions, but how are you planning on getting four sprites in the bottom section, placed as shown, with the second one expanded? The distance between the second (expanded) sprite and the third seems wider than the widest spacing allowed for sprite copies. Putting the first copy of the sprite at the right edge of the screen and wrapping it might work except that expanding the second copy would be tricky and most likely wouldn't work on Z26 even though meltdown uses that trick on a real 2600. Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted August 29, 2005 Author Share Posted August 29, 2005 Hi there! I haven't measured your object positions, but how are you planning on getting four sprites in the bottom section, placed as shown, with the second one expanded? The distance between the second (expanded) sprite and the third seems wider than the widest spacing allowed for sprite copies. Putting the first copy of the sprite at the right edge of the screen and wrapping it might work except that expanding the second copy would be tricky and most likely wouldn't work on Z26 even though meltdown uses that trick on a real 2600. Both sprites will be tripple copies positioned to the right edge (giving 16 pixels to work with) and wrap around after the right towers (16 pixel gap over the 2 left- and rightmost PF pixels). The rocket in the middle of the group will have GRP0 cleared and the tower right from the rocket will be both sprites fed with the same data, only GRP1 will be reflected. (For the rocket and the right side towers reflection of GRP1 won't hurt.) All in all it's 3 absolute color reads: 12 cycles 5 ZP color writes: 15 cycles 3 (),Y shape reads: 15 cycles 5 ZP shape writes: 15 cycles 1 shape clear: 5 cycles So we're at 62 cyles per line. I'm planing on having two particles re/set with the old PHP trick on alternating lines plus loop overhead which'll be additional 11/12 cycles, so when disregarding the timing for a moment the whole scenery looks doable to me. Greetings, Manuel Quote Link to comment Share on other sites More sharing options...
ScottHuggins Posted August 29, 2005 Share Posted August 29, 2005 Manual, This is another of those "arcade underdogs" that I'm extremely glad you've chosen to "consider" (or are you full bore into it?) making on the 2600. Just loved it back in the day. I had to fire it up on my mame cabinet just to refresh those memories. I hope you really do this one! Scott Hi there! I haven't measured your object positions, but how are you planning on getting four sprites in the bottom section, placed as shown, with the second one expanded? The distance between the second (expanded) sprite and the third seems wider than the widest spacing allowed for sprite copies. Putting the first copy of the sprite at the right edge of the screen and wrapping it might work except that expanding the second copy would be tricky and most likely wouldn't work on Z26 even though meltdown uses that trick on a real 2600. Both sprites will be tripple copies positioned to the right edge (giving 16 pixels to work with) and wrap around after the right towers (16 pixel gap over the 2 left- and rightmost PF pixels). The rocket in the middle of the group will have GRP0 cleared and the tower right from the rocket will be both sprites fed with the same data, only GRP1 will be reflected. (For the rocket and the right side towers reflection of GRP1 won't hurt.) All in all it's 3 absolute color reads: 12 cycles 5 ZP color writes: 15 cycles 3 (),Y shape reads: 15 cycles 5 ZP shape writes: 15 cycles 1 shape clear: 5 cycles So we're at 62 cyles per line. I'm planing on having two particles re/set with the old PHP trick on alternating lines plus loop overhead which'll be additional 11/12 cycles, so when disregarding the timing for a moment the whole scenery looks doable to me. Greetings, Manuel 920973[/snapback] Quote Link to comment Share on other sites More sharing options...
supercat Posted August 29, 2005 Share Posted August 29, 2005 Both sprites will be tripple copies positioned to the right edge (giving 16 pixels to work with) and wrap around after the right towers (16 pixel gap over the 2 left- and rightmost PF pixels). The rocket in the middle of the group will have GRP0 cleared and the tower right from the rocket will be both sprites fed with the same data, only GRP1 will be reflected. (For the rocket and the right side towers reflection of GRP1 won't hurt.)920973[/snapback] Okay, so you did think that through and measure the placements. Any particular reason for enabling all three copies of player 0 instead of just the first and last? You'd pick up five easy cycles that way. If you wanted to really simplify things and use "flicker explosions" instead of real explosions, you could save even more cycles by using straight indexed addressing for the rocket's and saucer's shapes. Use NUSIZx to make them appear and disappear. Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted August 30, 2005 Author Share Posted August 30, 2005 Hi there! Okay, so you did think that through and measure the placements. Any particular reason for enabling all three copies of player 0 instead of just the first and last? You'd pick up five easy cycles that way. Good catch! I guess I just forgot about it, because I originally started with the rocket ramp on that position If you wanted to really simplify things and use "flicker explosions" instead of real explosions, you could save even more cycles by using straight indexed addressing for the rocket's and saucer's shapes. Use NUSIZx to make them appear and disappear. That is plan B Greetings, Manuel Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted August 30, 2005 Author Share Posted August 30, 2005 Hi there! This is another of those "arcade underdogs" that I'm extremely glad you've chosen to "consider" (or are you full bore into it?) making on the 2600. Just loved it back in the day. I had to fire it up on my mame cabinet just to refresh those memories. I hope you really do this one! I'm a bit tied right now between Balloon Bomber and Colony 7. I have a pretty solid kernel for Balloon Bomber going, but it somehow feels like stealing a beginners project. Colony 7 would surely be more my league Greetings, Manuel Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted August 30, 2005 Share Posted August 30, 2005 I have a pretty solid kernel for Balloon Bomber going, but it somehow feels like stealing a beginners project. Regarding your mockup...well, hmmm. You really can't get a better terrain map in there? It looks awfully blocky. Quote Link to comment Share on other sites More sharing options...
cd-w Posted August 31, 2005 Share Posted August 31, 2005 I'm a bit tied right now between Balloon Bomber and Colony 7. I have a pretty solid kernel for Balloon Bomber going, but it somehow feels like stealing a beginners project. Colony 7 would surely be more my league Greetings, Manuel 921369[/snapback] I think you should do both The kernel & sprites for Balloon Bomber are looking great. If you went for a 1K minigame then it would be more challenging than a beginners project. Colony 7 would make a nice long-term project, though I agree with vdub_bobby that the PF is a bit blocky in the latest mockup. Chris Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted August 31, 2005 Author Share Posted August 31, 2005 Hi there! Regarding your mockup...well, hmmm. You really can't get a better terrain map in there? It looks awfully blocky. Colony 7 would make a nice long-term project, though I agree with vdub_bobby that the PF is a bit blocky in the latest mockup. Ok, back to the drawing board Greetings, Manuel Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted September 1, 2005 Author Share Posted September 1, 2005 Hi there! A minor variant: A reflected playfield can be updated every other line. To gain the required cycles one of the towers had to be moved to the upper section. Edit: Tweaked it some more, making the middle section even less blocky. Lost a building though... This provides a *slightly* less blocky appearance, though the reflection certainly has other restrictions. Greetings, Manuel Quote Link to comment Share on other sites More sharing options...
cd-w Posted September 1, 2005 Share Posted September 1, 2005 This provides a *slightly* less blocky appearance, though the reflection certainly has other restrictions. 923302[/snapback] This is a big improvement IMO Have you abandoned the Balloon Bomber project for now? Chris Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted September 1, 2005 Author Share Posted September 1, 2005 Hi there! This is a big improvement IMO Have you abandoned the Balloon Bomber project for now? Thanks! No, it's not abandoned yet. Thinking about C7 is just more fun right now Greetings, Manuel Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted September 1, 2005 Share Posted September 1, 2005 A minor variant: A reflected playfield can be updated every other line. To gain the required cycles one of the towers had to be moved to the upper section. Edit: Tweaked it some more, making the middle section even less blocky. Lost a building though... This provides a *slightly* less blocky appearance, though the reflection certainly has other restrictions. I like this much better as well. Since the buildings are varied and placed asymmetrically my eye is drawn towards them and the symmetrical terrain is not noticeably symmetrical. If that makes any sense. Anyway: Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted September 5, 2005 Author Share Posted September 5, 2005 Hi there! Ok, something special today. Instead of yet another mockup, this is a Z26 screenshot: Greetings, Manuel Quote Link to comment Share on other sites More sharing options...
cd-w Posted September 5, 2005 Share Posted September 5, 2005 (edited) Ok, something special today. Instead of yet another mockup, this is a Z26 screenshot: 925590[/snapback] This is looking very nice now. Incidentally, are those stray pixels intended (e.g. a starfield effect)? Chris Edited September 5, 2005 by cd-w Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted September 5, 2005 Author Share Posted September 5, 2005 Hi there! This is looking very nice now. Incidentally, are those stray pixels intended (e.g. a starfield effect)? Yup. I can display two of them in the bottom area. They are supposed to represent enemy shots later, but right now they are actually *really* from a starfield, since I have the Star Fire engine running in the upper section of the screen Greetings, Manuel Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted September 5, 2005 Share Posted September 5, 2005 Quote Link to comment Share on other sites More sharing options...
Schmutzpuppe Posted September 5, 2005 Share Posted September 5, 2005 Hi there! Ok, something special today. Instead of yet another mockup, this is a Z26 screenshot: Greetings, Manuel 925590[/snapback] Looks cool! Quote Link to comment Share on other sites More sharing options...
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