Anyone think Ballblazer is possible on the 2600?
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Posted Sun Aug 31, 2008 3:32 PM
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Tod Frye had begun working on it back-in-the-day, and apparently had a decent split-screen kernel working. A prototype has never turned up anywhere though. Yeah, he bragged about it quite a bit in Once Upon Atari... The code has _GOT_ to be on a disk in Curt Vendel's Atari Corp. pile _SOMEWHERE_.... Otherwise, who's up for the challenge? -Thom |
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Posted Mon Sep 1, 2008 3:40 PM
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Posted Tue Sep 2, 2008 1:45 AM
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Posted Tue Sep 2, 2008 12:40 PM
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Posted Tue Sep 2, 2008 1:48 PM
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Posted Wed Sep 3, 2008 10:31 AM
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Posted Thu Sep 4, 2008 5:05 AM
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Rob Kudla made a nice ballblazer-demo, maybe this would be a good start for a 2600 conversion? When I look at that demo I think it would be interesting to invert the animation so the checkerboard is in the sky as "clouds", to provide a movement reference for a two player battlezone style game. Putting the cloud animation above would free up all the system objects to draw targets/obstacles on the "ground". Edit: My original post is not really clear. What I mwan is that if the game objects are in the portion of the screen opposite where the PF graphics are used to make the grid/clouds; then there will be more cycles to allow single line res multi-color objects for shots and enemies and such. This post has been edited by Robert M: Thu Sep 4, 2008 11:06 AM |
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Posted Thu Sep 4, 2008 7:22 PM
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Posted Fri Sep 5, 2008 4:07 AM
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(b) using the PF for the grid would make for some very chunky scrolling. How would the game look with three-pixel resolution for the checkerboard (i.e. using lots of well-timed STA COLUBK / STY COLUBK / etc.)? Are the squares ever less than nine pixels wide? My guess would be that three-pixel resolution would be too chunky, but if it would look okay the lots-of-stores approach would allow the use of all five sprites for other purposes. I made a test with 2 lines and I stopped, it looked damn crappy. I've attached the bin so you can see. Maybe you could build the checkerboard with sprites, but I've not reached that part of the tutorial yet Attached File(s)
This post has been edited by roland p: Fri Sep 5, 2008 4:07 AM |
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Posted Sat Sep 6, 2008 3:21 PM
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It's looking more like Ballblazer now, so I call it ballblazer.bin
The checkerboard is now 20 lines heigh. It consists only of vertical stripes, but it looks pretty good for a atari 2600 game. I also added some sky just to make it look nice. Now all I have to do is some animation and turn the stripes into tiles... Attached File(s)
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Posted Sun Sep 7, 2008 1:10 PM
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Added some horizontal movement. You can use left/right to move!
Some small glitches in the lookup table to fix. I've only tested it in Stella so far. What do you think about it? Attached File(s)
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Posted Sun Sep 7, 2008 1:39 PM
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Posted Sun Sep 7, 2008 8:23 PM
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Nice! I wouldn't have expected to see even that much. Ballblazer or not, that would be worth hanging onto for other potential games.
The trick now I guess, is getting forward/backward movement with the checkerboard. This post has been edited by Nathan Strum: Sun Sep 7, 2008 8:23 PM |
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Posted Mon Sep 8, 2008 4:10 AM
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Two players should be possible. I'll take just small steps for now
I'm now doubling the vertical resolution, the tiles at the sides will benefit from this, well... it makes everything look better. I also want to make a finer grained control of the movement to get that 'techy'-look. The horizontal movement is now 20 pixels, I precalculated a vector that turns 45 degrees in 20 steps and used that to control the movement of the grid. I like to calculate 256 pixels heigh vector and use only the upper 20 pixels of it so the horizontal movement has 256 possible positions. Anyone know how to calculate vectors? For vertical tiles I have to make a sort of sinus-table to make the tiles smaller in the distance. Any ideas on this are also welcome. The brown border of the checkerboard needs als to be done. I'll get to this when I've the checkerboard the way I want. |
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Posted Mon Sep 8, 2008 4:14 AM
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