DA-J-MAN8448 Posted November 11, 2006 Share Posted November 11, 2006 does anyone got any good ideas on hacking space invaders. anyone??? Quote Link to comment Share on other sites More sharing options...
accousticguitar Posted November 13, 2006 Share Posted November 13, 2006 How about if you make it possible to go up the sides of the screen and shoot the invaders from there? That would be kind of cool. Quote Link to comment Share on other sites More sharing options...
iratanam Posted November 13, 2006 Share Posted November 13, 2006 Space Invaders has been hacked to death already if u ask me. Quote Link to comment Share on other sites More sharing options...
jbanes Posted November 13, 2006 Share Posted November 13, 2006 I think it would be kind of cool if you turned the invaders into cans of Pepsi. Quote Link to comment Share on other sites More sharing options...
accousticguitar Posted November 18, 2006 Share Posted November 18, 2006 How about cans of Coke Quote Link to comment Share on other sites More sharing options...
GrizzLee Posted November 22, 2006 Share Posted November 22, 2006 does anyone got any good ideas on hacking space invaders. anyone??? I have an idea that would basically be a varient. You would try and destroy the invaders before they left (reverse of them landing). The leave the top of the screen, but move faster has they march up wards. Shoo, shoo Invaders.. Go home!!!! Seriously, I think this would work very well. -Lee Quote Link to comment Share on other sites More sharing options...
Atariboy2600 Posted November 22, 2006 Share Posted November 22, 2006 (edited) does anyone got any good ideas on hacking space invaders. anyone??? This maybe a pipe dream but I think some one should add the arcade backdrop of the moon and dark space backdrop just like the origanil arcade. Edited November 22, 2006 by Atariboy2600 Quote Link to comment Share on other sites More sharing options...
jbanes Posted November 22, 2006 Share Posted November 22, 2006 This maybe a pipe dream but I think some one should add the arcade backdrop of the moon and dark space backdrop just like the origanil arcade. That looks wonderful! Unfortunately, I don't think the craters will work as you've got them. It might be possible to render them using the second sprite (it looks like you took into account that only one sprite is used on the lower lines), but I'm not sure if you'd have enough cycles to manage the bases and the crater on the same scanlines. There's definitely not enough cycles to show stars on the same scanlines as the invaders. Still, that's a great mockup, and pretty close to doable. Excellent work (as usual), AtariBoy! Quote Link to comment Share on other sites More sharing options...
sandmountainslim Posted November 24, 2006 Share Posted November 24, 2006 does anyone got any good ideas on hacking space invaders. anyone??? This maybe a pipe dream but I think some one should add the arcade backdrop of the moon and dark space backdrop just like the origanil arcade. Now I would actually BUY another copy of SI if it looked like that So would most other people. WP Quote Link to comment Share on other sites More sharing options...
8th lutz Posted November 24, 2006 Share Posted November 24, 2006 (edited) How about rows of cookies like oreos and call it cookie invaders. Edited November 24, 2006 by 8th lutz Quote Link to comment Share on other sites More sharing options...
Feralstorm Posted November 25, 2006 Share Posted November 25, 2006 This maybe a pipe dream but I think some one should add the arcade backdrop of the moon and dark space backdrop just like the origanil arcade. With some tweaks to the moon bkg design (presumably the easiest thing would be to either remove the craters or make them symmetrical using the 0 color of the playfield.) That might actually be doable, and pretty darn nifty if it was. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted November 25, 2006 Share Posted November 25, 2006 This maybe a pipe dream but I think some one should add the arcade backdrop of the moon and dark space backdrop just like the origanil arcade. With some tweaks to the moon bkg design (presumably the easiest thing would be to either remove the craters or make them symmetrical using the 0 color of the playfield.) That might actually be doable, and pretty darn nifty if it was. Cycle time would be a problem here...since loading/storing playfield register gfx would add at least 7 cycles for each one (given that the X or Y register is free to use). 6-sprite gfx is already pushing toward the 76-cycle limit. Also, the ball sprite is used for all player and enemy shots (the ball sprite uses the playfield color), so shots that travel over this gfx would be invisible. Quote Link to comment Share on other sites More sharing options...
Vic George 2K3 Posted November 25, 2006 Share Posted November 25, 2006 That would be great for a Flash version of 2600 Space Invaders. Quote Link to comment Share on other sites More sharing options...
Feralstorm Posted November 26, 2006 Share Posted November 26, 2006 Cycle time would be a problem here...since loading/storing playfield register gfx would add at least 7 cycles for each one (given that the X or Y register is free to use). 6-sprite gfx is already pushing toward the 76-cycle limit. Also, the ball sprite is used for all player and enemy shots (the ball sprite uses the playfield color), so shots that travel over this gfx would be invisible. I figured it couldn't be a trivial addition. I am surprised the ball was used for ALL shots though. Guess they did that to keep them from shifting colors when a shot goes from the invader area to the shield area to the player area. (and the reverse) Though, when you think about it, that might be MORE arcade-like to the old B&W display with the color overlay. Quote Link to comment Share on other sites More sharing options...
Gregory DG Posted November 26, 2006 Share Posted November 26, 2006 I'm no expert, but I think it might be more feasable to keep the invaders within a banding line. Seems entirely possible to do something like this in light of Seawolf. Quote Link to comment Share on other sites More sharing options...
Atariboy2600 Posted November 26, 2006 Share Posted November 26, 2006 I'm no expert, but I think it might be more feasable to keep the invaders within a banding line. Seems entirely possible to do something like this in light of Seawolf. Hey what ever works Quote Link to comment Share on other sites More sharing options...
Feralstorm Posted November 27, 2006 Share Posted November 27, 2006 I'm no expert, but I think it might be more feasable to keep the invaders within a banding line. Seems entirely possible to do something like this in light of Seawolf. That looks easier to deal with. If the crater graphics were removed, the only addition would be changing the screen bkg color every so many scanlines, which is hopefully not too tough. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted November 30, 2006 Share Posted November 30, 2006 I figured it couldn't be a trivial addition. I am surprised the ball was used for ALL shots though. Guess they did that to keep them from shifting colors when a shot goes from the invader area to the shield area to the player area. (and the reverse) Though, when you think about it, that might be MORE arcade-like to the old B&W display with the color overlay. Yup...no need to change player colors (which are shared to missiles). Below the score area, playfield color is set and it remains that color for the rest of the display. The lower "ground" area is just the background...reset to green (or whatever color attract mode dictates). Using the ball sprite for all missiles also keeps collisions easier to check. Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted November 30, 2006 Share Posted November 30, 2006 I figured it couldn't be a trivial addition. I am surprised the ball was used for ALL shots though. Guess they did that to keep them from shifting colors when a shot goes from the invader area to the shield area to the player area. (and the reverse) Though, when you think about it, that might be MORE arcade-like to the old B&W display with the color overlay. Yup...no need to change player colors (which are shared to missiles). Below the score area, playfield color is set and it remains that color for the rest of the display. The lower "ground" area is just the background...reset to green (or whatever color attract mode dictates). Using the ball sprite for all missiles also keeps collisions easier to check. Can't use the missiles for shots because they share duplication properties with their players. Color shifting is a minor consideration, if that. Quote Link to comment Share on other sites More sharing options...
Feralstorm Posted December 1, 2006 Share Posted December 1, 2006 Can't use the missiles for shots because they share duplication properties with their players. Color shifting is a minor consideration, if that. Yeah, that would definitely be an issue. Might make for an interesting "challenge" mode though, with bombs dropping in threes. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.