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Tempest for 2600...another attempt.


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#1 Gorf OFFLINE  

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Posted Tue Feb 12, 2008 6:36 AM

Once I finish up the contract work which is close to finish, and get a Jag game or two out,
I will continue working on this....


t26000.bas.bin_1.png

Circle

t26000.bas.bin_2.png

Square

t26000.bas.bin_3.png

Plus

t26000.bas.bin_4.png

Bowtie

t26000.bas.bin_5.png

Cross

t26000.bas.bin_6.png

Triangle

t26000.bas.bin_7.png

Clover

t26000.bas.bin_8.png

V

t26000.bas.bin_9.png

Steps

t26000.bas.bin_10.png

U

t26000.bas.bin_11.png

Flat

t26000.bas.bin_12.png

Heart

t26000.bas.bin_13.png

Star

t26000.bas.bin_14.png

W

t26000.bas.bin_15.png

Fan

t26000.bas.bin_16.png

Infinity

#2 Gorf OFFLINE  

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Posted Tue Feb 12, 2008 7:00 AM

Ooops...here is the bin.

Nothing much but you can shoot and move the crawler.

Left and right arrows and fire

up arrow goes to next conduit.

Attached File  t26000.bas.bin   32K   164 downloads

Edited by Gorf, Tue Feb 12, 2008 7:06 AM.


#3 Atari_Owl OFFLINE  

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Posted Tue Feb 12, 2008 7:55 AM

WOW - on the 2600!
WOW!

Very, very good work there

#4 Gorf OFFLINE  

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Posted Tue Feb 12, 2008 8:03 AM

View PostAtari_Owl, on Tue Feb 12, 2008 8:55 AM, said:

WOW - on the 2600!
WOW!

Very, very good work there


Thanks Owl....Im hoping to 'lure' a few seasoned 2600 coders to help me with this one.

#5 downix OFFLINE  

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Posted Tue Feb 12, 2008 8:04 AM

Hmm.... need to dig out a cart to out this on for, er, *testing*...

#6 Gorf OFFLINE  

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Posted Tue Feb 12, 2008 8:08 AM

View Postdownix, on Tue Feb 12, 2008 9:04 AM, said:

Hmm.... need to dig out a cart to out this on for, er, *testing*...


It will need to have a SARA.

#7 Dan Iacovelli OFFLINE  

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Posted Tue Feb 12, 2008 9:05 AM

steve you beat me,
Laserman is my version of Tempest but instead of having a changing playfields I figured to use one (a triangle) and make it smaller at each level.
I'll test it out on z26 .
(btw: laserman is WIP hope to have most of it done by my show in july)
[edit] as a tempest fan, I saw you have exeded my expectations, good job,playfield is small but thats good.
I'm still going work on my laserman game though because I tink it will be great game for 2600 players
keep us upadted[/edit]

Edited by Dan Iacovelli, Tue Feb 12, 2008 9:11 AM.


#8 PacManPlus OFFLINE  

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Posted Tue Feb 12, 2008 9:23 AM

That is truly awesome. :) It's amazing that we have so many talented people on this board: you, JohnnyWC, Thomas, Spiceware, Andrew Davie, etc. It's a blessing for this community.

Also... makes you wonder why Atari couldn't do this themselves.

#9 downix OFFLINE  

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Posted Tue Feb 12, 2008 9:34 AM

Ok, this is fun. Can't wait to see how you handle the enemies.

#10 Gorf OFFLINE  

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Posted Tue Feb 12, 2008 10:08 AM

Yeah that is the part I dread the most.

That and how to do the spikes.

#11 Bakasama ONLINE  

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Posted Tue Feb 12, 2008 11:02 AM

View PostGorf, on Tue Feb 12, 2008 8:08 AM, said:

Yeah that is the part I dread the most.

That and how to do the spikes.

Look on the bright side, in terms of level design you gotten a lot farther than the official attempt at Tempest.

#12 Gorf OFFLINE  

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Posted Tue Feb 12, 2008 11:15 AM

View PostBakasama, on Tue Feb 12, 2008 12:02 PM, said:

View PostGorf, on Tue Feb 12, 2008 8:08 AM, said:

Yeah that is the part I dread the most.

That and how to do the spikes.

Look on the bright side, in terms of level design you gotten a lot farther than the official attempt at Tempest.


True, but playfields are one thing...enough player/missiles to be convincing and not overly flickering
is another thing. That is where I think this will have to have a special kernel written for it.

I may make the levels in a higher vert rez if that is possible to give it an even cleaner look.

Again..Im a novice at 2600 anything so this was a big step for me. :D

#13 Gregory DG OFFLINE  

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Posted Tue Feb 12, 2008 11:15 AM

Truly excellent start! I think you should drop everything and work on this full time until it's done. :D (And no, I won't be paying you $100 per hour. ;) )

#14 downix OFFLINE  

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Posted Tue Feb 12, 2008 11:16 AM

View PostGorf, on Tue Feb 12, 2008 11:08 AM, said:

Yeah that is the part I dread the most.

That and how to do the spikes.
For spikes could you "shade in" the middle with an off-color, so you can see them growing?

#15 Gorf OFFLINE  

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Posted Tue Feb 12, 2008 11:22 AM

View PostGregory DG, on Tue Feb 12, 2008 12:15 PM, said:

Truly excellent start! I think you should drop everything and work on this full time until it's done. :D (And no, I won't be paying you $100 per hour. ;) )


Lucky for you I do this for fun as that would not be enough anyway. :P

#16 Gorf OFFLINE  

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Posted Tue Feb 12, 2008 11:25 AM

View PostDan Iacovelli, on Tue Feb 12, 2008 10:05 AM, said:

steve you beat me,
Laserman is my version of Tempest but instead of having a changing playfields I figured to use one (a triangle) and make it smaller at each level.
I'll test it out on z26 .
(btw: laserman is WIP hope to have most of it done by my show in july)
[edit] as a tempest fan, I saw you have exeded my expectations, good job,playfield is small but thats good.
I'm still going work on my laserman game though because I tink it will be great game for 2600 players
keep us upadted[/edit]


Lazerman is certainly different enough to be its own game. I'd certainly keep working on it if I were you.
I will keep you updaetd also.

:)

#17 Gorf OFFLINE  

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Posted Tue Feb 12, 2008 11:25 AM

View Postdownix, on Tue Feb 12, 2008 12:16 PM, said:

View PostGorf, on Tue Feb 12, 2008 11:08 AM, said:

Yeah that is the part I dread the most.

That and how to do the spikes.
For spikes could you "shade in" the middle with an off-color, so you can see them growing?


I was thinking flipping frames of playfields

#18 Dan Iacovelli OFFLINE  

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Posted Tue Feb 12, 2008 11:43 AM

View PostGorf, on Tue Feb 12, 2008 11:25 AM, said:

View PostDan Iacovelli, on Tue Feb 12, 2008 10:05 AM, said:

steve you beat me,
Laserman is my version of Tempest but instead of having a changing playfields I figured to use one (a triangle) and make it smaller at each level.
I'll test it out on z26 .
(btw: laserman is WIP hope to have most of it done by my show in july)
[edit] as a tempest fan, I saw you have exeded my expectations, good job,playfield is small but thats good.
I'm still going work on my laserman game though because I tink it will be great game for 2600 players
keep us upadted[/edit]


Lazerman is certainly different enough to be its own game. I'd certainly keep working on it if I were you.
I will keep you updaetd also.

:)
it's called Laserman not Lazerman :)
the Laserman game is basicly a port I did on the Ti-99\4a
the Ti (as far as I know when I made the game for it) had no Tempest like game
so I made laserman, I was upset at the 2600 version (the proto version since it was unreleased)
Iwent a head to port it t 2600.
there are couple differences between the two version of laserman:
TI:bombs appear at random areas in the playfield
2600: bombs fall instead of appear at random
ti: has speach(I loved doing work with the the ti speech)
2600: no speech(not yet anyways,hoping to get the speach thing for the 2600 do work on some speech)

anyways Laserman will still be worked on just taking some time off for now.
if that game goes well a sequeal to laserman might be in the works(my second laserman game on the ti (third for the 2600,laserman 2k3
was the first,laserman is the second))
and yes keep us updated

Edited by Dan Iacovelli, Tue Feb 12, 2008 11:44 AM.


#19 Gorf OFFLINE  

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Posted Tue Feb 12, 2008 12:19 PM

View PostDan Iacovelli, on Tue Feb 12, 2008 12:43 PM, said:

it's called Laserman not Lazerman :)

Sorry...my retardation....I always hit 'Z' instead of 'S'..I even mispelled it on the
Gorf in game text and manual with a 'z'. Good thing tester Kev Manne caught that
amongst others. :P

Enjoy your time off. someday I'll find some of that too. :D

#20 Fort Apocalypse OFFLINE  

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Posted Tue Feb 12, 2008 7:07 PM

This is awesome! For spikes, maybe you could just do a sprite that is basically just a green line (only 8 pixels or less long) and not worry about a really long line.

Edited by Fort Apocalypse, Tue Feb 12, 2008 7:07 PM.


#21 EmOneGarand OFFLINE  

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Posted Tue Feb 12, 2008 8:37 PM

Wow, great work Steve!

#22 PingvinBlueJeans OFFLINE  

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Posted Tue Feb 12, 2008 8:48 PM

View PostPacManPlus, on Tue Feb 12, 2008 10:23 AM, said:

...makes you wonder why Atari couldn't do this themselves.
They could have if they hadn't gotten lazy.

#23 Gorf OFFLINE  

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Posted Tue Feb 12, 2008 10:55 PM

Im not lazy.....just a novice at 2600 coding. :D

#24 supercat OFFLINE  

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Posted Tue Feb 12, 2008 11:08 PM

View PostGorf, on Tue Feb 12, 2008 11:25 AM, said:

I was thinking flipping frames of playfields

Doing that without excessive flicker is apt to be difficult. Further, even if the playfields are symmetric the spikes wouldn't be.

I would think the 4A50 cartridge would be the best approach for doing a game like Tempest (actually, it's one of the games I had in mind when I wrote it). A 104x192 flicker-blinds bitmap screen with alternating scan lines colored blue-cyan and orange should work pretty well, and 4A50 has just about the fastest pixel-plot of any 6502-based machine. If the coordinate is in the X and Y registers, just:
  lda $7F00,x
  ora $1E00,y
  sta $1E00,y
Three instructions, thirteen cycles. It's possible a future 4A50 might improve that further (to nine cycles, and not trashing the accumulator) but that's being pretty optimistic.

#25 4ever2600 OFFLINE  

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Posted Tue Feb 12, 2008 11:16 PM

Thats incredible! You are doing an EXCELLENT job on this! I'd love to see a 5200 AND 2600 release of TEMPEST in 2008! Looks like the groundwork is laid out for BOTH of them! Let's see them HAPPEN!!!!! - D




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