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Tunnel game

Posted by , 22 January 2006 · 45 views

Programming Damned Tag Clouds
Something I wrote this weekend inspired by the arcade game'Tunnel Hunt'. You can control the speed with the joystick (up/down).Maybe I'll make a game out of this. Or maybe not. :)EDIT: Here is how a turn may look like. Now fixed (v0.03)!

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Nice work - the faster speeds look particularly impressive :) It is clearly one of those effects which looks simple to produce, but is actually quite a challenge on the 2600!

Chris
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Very awesome! I was just wondering the other day if Tunnel Hunt would be possible on the VCS! It is a fun game.

Is there any possible way that the tunnels will eventually twist and turn like the arcade game?
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mojofltr, on Mon Jan 23, 2006 6:27 AM, said:

Is there any possible way that the tunnels will eventually twist and turn like the arcade game?
Up and down is no problem, but left and right, though possible, will become quite tricky and limited. But I am working on it.

If no game comes out of this, at least the code can be used for a good warp sequence in other games.
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Hi there!

Looks cool! I hope you get it moving.

Would a brute force solution work, with 40 different kernels, one for each possible center square?

Greetings,
Manuel
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Cybergoth, on Mon Jan 23, 2006 10:22 AM, said:

Would a brute force solution work, with 40 different kernels, one for each possible center square?
Yes, that would work. I already have 4 different (partial) kernels, which are executed in RAM, so creating "a few" more would be possilbe.

But currently I am pondering about a kernel generator, which only gets the correct cycles as input and then automatically creates the kernel. There are 4 writes, which have to be cycle exact, plus 2 writes which have to happen before and after the center.

Sounds like an interesting challenge. :)
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Hi there!

Thomas Jentzsch, on Mon Jan 23, 2006 10:21 AM, said:

But currently I am pondering about a kernel generator

You mean a generator in ROM, which is creating the desired kernel in the RAM on the fly? :)

That certainly sounds like the next level of 2600 programming ;)

Greetings,
Manuel
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Cybergoth, on Mon Jan 23, 2006 11:36 AM, said:

You mean a generator in ROM, which is creating the desired kernel in the RAM on the fly? :)
Yup! ;)
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Nothing shows up in Stella. Bummer. :)

If you do continue this game... please add attack waves to it. The arcade game is just too monotonous as-is.
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Nathan Strum, on Mon Jan 23, 2006 10:08 PM, said:

Nothing shows up in Stella. Bummer. ;)
Hm, except for some illegal opcodes, there is nothing special hidden inside the code. :)

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If you do continue this game... please add attack waves to it. The arcade game is just too monotonous as-is.
We'll see. I am not even sure, if I will try to redo Tunnel Hunt. Maybe I'll just do a simple 3D-racing minigame (with separate and different tracks of course ;)).
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Since it seems impossible to attach anything to comments (is it?), I have added the lastest changes to the initial entry.
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Is this the "yet to be announced project" that Manuel mentioned in the Ladybug - 2600 thread?
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Thomas Jentzsch, on Tue Jan 24, 2006 3:24 AM, said:

Since it seems impossible to attach anything to comments (is it?), I have added the lastest changes to the initial entry.

Well, that's better. Now I'm seeing a couple of lines at the top of the screen. :)
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Hi there!

Zach, on Tue Jan 24, 2006 10:29 AM, said:

Is this the "yet to be announced project" that Manuel mentioned in the Ladybug - 2600 thread?

There I meant Juno First from Chris. Of course from the blogs you already knew about that :)

Greetings,
Manuel
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Nathan Strum, on Tue Jan 24, 2006 12:00 PM, said:

Well, that's better. Now I'm seeing a couple of lines at the top of the screen. ;)
I'll try to find out what's wrong with Stella.

EDIT: I tried both binaries with Stella 2.01. Sometimes they run and sometimes they crash. :)
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Hi there!

Thomas Jentzsch, on Mon Jan 23, 2006 9:26 PM, said:

We'll see. I am not even sure, if I will try to redo Tunnel Hunt. Maybe I'll just do a simple 3D-racing minigame (with separate and different tracks of course ;)).

I think it'd be cool if it'd fully cover Tunnel Hunt and just had all other stuff like 3D-Race, 3D-Kaboom, 3D-Cave, etc as extra playmodes :)

Greetings,
Manuel
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Well, it worked for me in Stella finally (then crashed after about 30 seconds). I just kept re-loading it until it worked. It looks great!
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Cybergoth, on Wed Jan 25, 2006 12:15 AM, said:

I think it'd be cool if it'd fully cover Tunnel Hunt and just had all other stuff like 3D-Race, 3D-Kaboom, 3D-Cave, etc as extra playmodes :)
Good idea. But first I will try to find out how much space a minimal solution requires. I suppose that will be more than 1k anyway, so then there will be plenty of space for variations and add-ons.
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Nathan Strum, on Wed Jan 25, 2006 10:42 AM, said:

Well, it worked for me in Stella finally (then crashed after about 30 seconds). I just kept re-loading it until it worked. It looks great!
Glad it finally worked for you (somehow). So I won't have to look for the problem now.

Maybe it will eventually disappear... :)
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Thomas Jentzsch, on Wed Jan 25, 2006 3:30 PM, said:

Maybe it will eventually disappear... ;)
Had little time this weekend, but enough to fix several problems, which caused Stella to crash. Fixed version attached above.
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Thomas Jentzsch, on Mon Jan 23, 2006 5:21 AM, said:

But currently I am pondering about a kernel generator, which only gets the correct cycles as input and then automatically creates the kernel. There are 4 writes, which have to be cycle exact, plus 2 writes which have to happen before and after the center.

My brick-basher kernel is constructed with something like that. It'll take some coding to allow the game to generate the proper kernels at the start of each level, but it shouldn't be terribly complicated--just output the proper instructions and patch a branch. Could be pretty powerful, though.
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