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Pinball Dreams on Atari?


pseudografx

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This is another version of the table, with no sprites at all, except for the ball and locked ball (so this is what the game could actually look like). All the colors use simple DLIs, and not too many of them. There are 12 colours (+3 for the ball) in this screenshot, but there may be some headroom for more. I also made the texts easier to read.

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Well... after we could get graphics as you proposed, the more essential is the "blinking" of the lights that makes the pinball "driving".

The C64 version looks more colourful at the start, but it doesn't "live" in the current state.

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Well... after we could get graphics as you proposed, the more essential is the "blinking" of the lights that makes the pinball "driving".

As I said in one of my previous ports: Since most likely characters are used, you could either use two versions of the chars where the blinking appears or you can switch the bit 7 color aswell. The blink areas are already located in a way that each light only affects it's own chars and doesn't interfere with a neighbouring light.

 

The C64 version looks more colourful at the start, but it doesn't "live"  in the current state.

The blinking is just a bit more logic. On C64 you just need to replace the colors, on A8 you need to replace the char offsets (which is very similar since both means 1 byte modification per char).

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btw... i love the words you "just" need this or that... ;) a lot of "just simple" things will lead into heavy work for an a800 version...

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Well.... It's "easy" for professional coders, but the profession isn't all....the coder must know the possibilites of the machine.

Putting both together, will need then a lot work of entereing the code, testing and bugfixing.

 

"We" have to point out, that the C64 has very good coders with a deeper knowledge about their machine.... so it is only a question of time....

On the ATARI we have interested coders, or people with deeper knowledge about the machine.

People like ERU ( and Sheddy), are very rare & already busy...

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btw...just a stupid question... how can someone have a deeper knowledge of the machine when he never coded "deeper" on it?

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It's like POKEY programming....

 

 

 

;)

 

Basic (not the language) coding , plus learning everything about the machine.

 

The learning effect is higher than putting some code from a different machine and make it run .... alike, if it can be done better or not.

(with a look at "the Pawn" ;) )

 

With co-work, both together can build superior programs, and because it is co-work, the programs will be finished faster.

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With co-work, both together can build superior programs, and because it is co-work, the programs will be finished faster.

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Nah, what usually happens is the developers start in fighting about which screen mode or how technique X has to or doesn't have to be used and nothing actually gets coded. =-)

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With co-work, both together can build superior programs, and because it is co-work, the programs will be finished faster.

1006105[/snapback]

 

Nah, what usually happens is the developers start in fighting about which screen mode or how technique X has to or doesn't have to be used and nothing actually gets coded. =-)

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Now that you are saying :D

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With co-work, both together can build superior programs, and because it is co-work, the programs will be finished faster.

1006105[/snapback]

 

Nah, what usually happens is the developers start in fighting about which screen mode or how technique X has to or doesn't have to be used and nothing actually gets coded. =-)

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Now that you are saying :D

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Well, you'll notice that doing it my way gets stuff finished... talking about how certain graphical or sonic techniques would be good usually seems to stall development. =-)

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Well, you'll notice that doing it my way gets stuff finished... talking about how certain graphical or sonic techniques would be good usually seems to stall development. =-)

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Are you telling me, you would have done Reaxion that way, if there were no threads about "better graphics" on this forums?

 

Many good things happened the past 2 years... graphically at least.

 

Talking about music was almost self talking.... so no "stall development"... ;)

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Are you telling me, you would have done Reaxion that way, if there were no threads about "better graphics" on this forums?

 

i didn't do it the way anyone else said to, certainly not the way you said to - in fact, the technique i used is based on a 1980s demo i saw with a ported Spectrum screen and underlays tinting bits of the image. So yes, it's very much likely that Reaxion would've ended up looking about the same regardless.

 

Many good things happened the past 2 years... graphically at least.

 

How many games are scrolling G2F graphics or moving objects over G2F backdrops? That was all discussed and projects were supposedly started but i don't see any of those completed. Yes there are titles using G2F or similar for presentation graphics, but that's not the same thing.

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