Anyone think Ballblazer is possible on the 2600?
Started by Segataritensoftii, Aug 31 2008 12:56 PM
767 replies to this topic
#101
Posted Mon Sep 29, 2008 10:23 PM
#102
Posted Mon Sep 29, 2008 11:02 PM
One of the best kernels, ever. It looks like you can even create different islands of patterns. If you go too far to the right you pass by a section that is just verical strips, and different colors. I can see how something could exploit that to give the illusion of a larger world, like a formal tiling system.
#103
Posted Tue Sep 30, 2008 3:01 AM
Thanks everyone! This feedback really keeps me going 
I could try to tweak it. One line should be able to scroll 1 full tile, so what you see at the and is the tile that comes at the next line. It's scrolled by eating one cycle.
It is now one kernel, wich rotates the lines 45 degrees. Maybe if I split it in two (or just parts of it), where one kernel is a 22,5 degrees rotated version of the first one, I have more time.
The tile board is now a repeating 'texture' of two lines heigh and 32 bytes wide. You could create a texture of 256 bytes (256 unique colors), and every line on screen is a pointer within that 256 bytes.
I now want to add antialiasing (non-flickering) to enhanche the tiles in the distance.
grtz,
Roland.
cd-w, on Tue Sep 30, 2008 12:39 AM, said:
I notice that the checkerboard actually extends underneath the playfield at the edges (Alt-N in Stella). I don't suppose it would be possible to make it slightly wider?
I could try to tweak it. One line should be able to scroll 1 full tile, so what you see at the and is the tile that comes at the next line. It's scrolled by eating one cycle.
It is now one kernel, wich rotates the lines 45 degrees. Maybe if I split it in two (or just parts of it), where one kernel is a 22,5 degrees rotated version of the first one, I have more time.
mos6507, on Tue Sep 30, 2008 7:02 AM, said:
One of the best kernels, ever. It looks like you can even create different islands of patterns. If you go too far to the right you pass by a section that is just verical strips, and different colors. I can see how something could exploit that to give the illusion of a larger world, like a formal tiling system.
The tile board is now a repeating 'texture' of two lines heigh and 32 bytes wide. You could create a texture of 256 bytes (256 unique colors), and every line on screen is a pointer within that 256 bytes.
I now want to add antialiasing (non-flickering) to enhanche the tiles in the distance.
grtz,
Roland.
#104
Posted Tue Sep 30, 2008 4:32 AM
Speaking for non-emulator users, and people at work, we'd love to see some screen shots of this WIP. This thread is very interesting to follow!
-Jay
-Jay
#106
Posted Tue Sep 30, 2008 5:39 AM
roland p, on Tue Sep 30, 2008 7:01 PM, said:
Thanks everyone! This feedback really keeps me going 
It's quality work -- well done, you should be very proud of this.
Don't slack off -- now's the time to push for some sprites and see what you can do!
Or perhaps a second screen down below?
And one request -- I'd like to have the speed attetuated by friction ASAP!
Cheers
A
#107
Posted Tue Sep 30, 2008 5:57 AM
There is something "odd" about the horizontal lines of the chequerboard. I can't quite place what is wrong, but it seems like there's a momentary (1 frame) period where the colour at the division flickers back to the old colour, then goes right. If you watch the boundary of a square as it moves away from you, it appears not to move smoothly, but flicker back and forth between the two colours. Is this an artefact of my imagination? I just feel it should look a bit more "smooth" than it is.
#108
Posted Tue Sep 30, 2008 6:24 AM
Andrew Davie, on Tue Sep 30, 2008 1:39 PM, said:
roland p, on Tue Sep 30, 2008 7:01 PM, said:
Thanks everyone! This feedback really keeps me going 
It's quality work -- well done, you should be very proud of this.
Don't slack off -- now's the time to push for some sprites and see what you can do!
Or perhaps a second screen down below?
And one request -- I'd like to have the speed attetuated by friction ASAP!
Cheers
A
The sprites are a sort of last requirement. If those are in it, we could say that ballblazer should be technically possible.
I've already been working on friction and brakes, but it's not the way I want yet, it was commented out for the last version. For friction and braking I'll try a two stage design where friction is high at high speed and low at low speed. nothing fancy. Maybe add more stages if it looks crappy.
#109
Posted Tue Sep 30, 2008 6:32 AM
Andrew Davie, on Tue Sep 30, 2008 1:57 PM, said:
There is something "odd" about the horizontal lines of the chequerboard. I can't quite place what is wrong, but it seems like there's a momentary (1 frame) period where the colour at the division flickers back to the old colour, then goes right. If you watch the boundary of a square as it moves away from you, it appears not to move smoothly, but flicker back and forth between the two colours. Is this an artefact of my imagination? I just feel it should look a bit more "smooth" than it is.
I'm not sure what you mean. You can try to move at the slowest speed, the you can see more precisely what is going on. The resolution is very low so that can make thing a bit weird, especially in the distance. I want to add (real, non flickering) antialiassing to smooth things out a bit, just like the real ballblazer. The kernel allows this. This should make it look less wonky.
#110
Posted Tue Sep 30, 2008 6:41 AM
I've tweaked the engine a bit to make the tiles look better in relation to the on screen raster. a tile in the distance will now grow exactly 1 pixel each time when it comes closer. It has less interference with the raster.
Attached Files
Edited by roland p, Tue Sep 30, 2008 6:42 AM.
#111
Posted Tue Sep 30, 2008 10:09 AM
roland p, on Tue Sep 30, 2008 7:41 AM, said:
I've tweaked the engine a bit to make the tiles look better in relation to the on screen raster. a tile in the distance will now grow exactly 1 pixel each time when it comes closer. It has less interference with the raster.
#112
Posted Tue Sep 30, 2008 11:40 AM
roland p, on Tue Sep 30, 2008 2:32 PM, said:
I'm not sure what you mean. You can try to move at the slowest speed, the you can see more precisely what is going on. The resolution is very low so that can make thing a bit weird, especially in the distance.
There isn't much you can do against this, except for synced scrolling. But then you would loose vertical scrolling resolution.
#113
Posted Tue Sep 30, 2008 12:24 PM
Thomas Jentzsch, on Tue Sep 30, 2008 7:40 PM, said:
roland p, on Tue Sep 30, 2008 2:32 PM, said:
I'm not sure what you mean. You can try to move at the slowest speed, the you can see more precisely what is going on. The resolution is very low so that can make thing a bit weird, especially in the distance.
There isn't much you can do against this, except for synced scrolling. But then you would loose vertical scrolling resolution.
#114
Posted Tue Sep 30, 2008 1:20 PM
Nice work so far! BTW, when you get to the left edge goal, it kind of "repeats" itself a little bit before you get there. Just wondering if that is something fixable.
#115
Posted Tue Sep 30, 2008 1:50 PM
atari2600land, on Tue Sep 30, 2008 9:20 PM, said:
Nice work so far! BTW, when you get to the left edge goal, it kind of "repeats" itself a little bit before you get there. Just wondering if that is something fixable.
When I've added some collision detection which bounces the player back into the playfield, the issue should be fixed.
#117
Posted Tue Sep 30, 2008 4:07 PM
Kernel with one sprite... phew...
Attached Files
#118
Posted Tue Sep 30, 2008 5:03 PM
This is looking fantastic!!!!
GREAT JOB!
GREAT JOB!
#119
Posted Tue Sep 30, 2008 7:39 PM
WOW!!
#120
Posted Wed Oct 1, 2008 12:01 AM
roland p, on Wed Oct 1, 2008 12:07 AM, said:
Kernel with one sprite... phew...
BTW: I checked the color values from the 5200 version:
SKY_COL = $80
BORDER_COL = $14
DARK_COL = $b4
MEDIUM_COL = $b8 ; for interleaving
BRIGHT_COL = $bc
;$e4/$e6 are also used, for interleaving with the brown border
#122
Posted Wed Oct 1, 2008 4:23 AM
Thomas Jentzsch, on Wed Oct 1, 2008 8:01 AM, said:
I suppose that was a real pain.

Yeah, that one really hurt
I now make updates every other line. The drones are symmetric, so maybe I could use GRP1 in reflected mode, and fill it with the same data. The scanlines are then offset one line, but that could be corrected with VDELP1?
I've tried turning on VDELP0, but that resulted in an invisible sprite...
Thomas Jentzsch, on Wed Oct 1, 2008 8:01 AM, said:
BTW: I checked the color values from the 5200 version:
SKY_COL = $80
BORDER_COL = $14
DARK_COL = $b4
MEDIUM_COL = $b8 ; for interleaving
BRIGHT_COL = $bc
;$e4/$e6 are also used, for interleaving with the brown border
SKY_COL = $80
BORDER_COL = $14
DARK_COL = $b4
MEDIUM_COL = $b8 ; for interleaving
BRIGHT_COL = $bc
;$e4/$e6 are also used, for interleaving with the brown border
Thanks, but are you sure?, I've tried those colors, but the bordercolor $14 results in light brown, and the dark/bright colors result in a blueish tint.
#123
Posted Wed Oct 1, 2008 4:41 AM
roland p, on Wed Oct 1, 2008 12:23 PM, said:
I now make updates every other line. The drones are symmetric...
Quote
I've tried turning on VDELP0, but that resulted in an invisible sprite...
Quote
Thanks, but are you sure?, I've tried those colors, but the bordercolor $14 results in light brown, and the dark/bright colors result in a blueish tint.
Those are 100% the colors from the 5200 version (emulator screenshot and palette compare). Maybe you try those values and check on a real TV (or someone else does it for you). Best would be, if you can directly compare with a 5200 console output.
#124
Posted Wed Oct 1, 2008 4:59 AM
Thomas Jentzsch, on Wed Oct 1, 2008 12:41 PM, said:
Not when viewed from the side.
Thomas Jentzsch, on Wed Oct 1, 2008 12:41 PM, said:
Yes, I am sure. They look a bit odd, maybe because there is no definitive palette for emulators.
I've attached a picture with those colors used in the middle...
#125
Posted Wed Oct 1, 2008 5:27 AM
Gotta say that's looking pretty good so far
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users















