Subject: Re: [stella] Have kernel, need game! From: janhagelskamp@xxxxxx Date: Sat, 21 Jun 2003 17:29:01 +0200 (MEST) |
Hi, this scrolling is great work. I dont want to respond on your work but want to come up with an idea for this scrolling work. There is a game for the palm software called "SFcave" that is a really great and simple game and I allways thought this would be a great game for the Atari 2600. When i saw this code, I thought the SFcave would be a great Game Idea. There is a homepage for this game here: http://hp.vector.co.jp/authors/VA003665/index-e.html And there is even a java Version on the web: http://hp.vector.co.jp/authors/VA003665/others/javacave-e.html Just try it, its really a great gameplay I´m not very good in programming games for the 2600. But maybe there is somebody who is taking this idea for a new Atari 2600 Game. As you can see on the SFcave Homepage, the source is free for porting on other systems. So what do you think? Jan > Hi, > I have been always wondering how it would be possible to create a > horizontal scrolling cave which is a bit more complex and flexible than > the usual 2600 ones. > > The idea I had was to combine segments with different gradients. And I > needed to do that inside the kernel. The minimal width of a segment > should be 7 pixel, so that there are no more than two segments in one > PF block. > > Then I "somehow" had to combine the two segments. This was a problem, > because simple ORing or ANDing didn't work. It took a while until > it finally "clicked". This is the basic kernel code: > > lda (seg0),y > and (seg1),y > eor eorVal ; !!! > sta PFx > > So the whole trick is EORing the result when necessary! :-) > > I am quite happy with this solution, but before I continue working on > it, I would like to ask for comments. Maybe anybody knows an even better > (faster, compact) solution. > > The attached binary and code shows the current WIP. > > The kernel is still very basic. > - It isn't using PF0 at all, so the width is limited. Adding PF0 looks > possible, but it may need too much RAM and kernel CPU time, which > might be more useful for other things. > - The top and bottom of the cave are currently completely separated. But > I am planing to let them overlap, so that the cave gets really tricky. > And I want to adjust the boundaries on the fly, so that the cave can > go up and down without being restricted to screen height. > - Therefore the routine for the generation of the next segment will > probably get way more complicated than it is now. > - Currently I am using 4 different gradients (+/- 0..3), adding more > will "only" require some ROM. > > Finally I will need some game IDEAs. Here are mine: > - a paddle game, with a really fast scrolling cave, where you have to > avoid crashing into the walls and occasionally or evade shoot some > enemy objects > - a game like this helicopter Jave applet where you only have to press a > button to control the height > > You see, this is going to become a quite simple, but hopefully fun game. > > So, what do you think? Which one is better? Any even better ideas? > > Have fun! > Thomas > _______________________________________________________ > Thomas Jentzsch | *** Every bit is sacred ! *** > tjentzsch at web dot de | ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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