roland p, on Wed Jan 13, 2010 3:13 PM, said:
Anyone think Ballblazer is possible on the 2600?
Started by Segataritensoftii, Aug 31 2008 12:56 PM
767 replies to this topic
#601
Posted Wed Jan 13, 2010 6:06 PM
Just bought a new laptop (I've used a small 9" eee pc for the last year since the laptop before that one got disintegrated) so I've no excuse not to develop it further...
#602
Posted Sun Feb 7, 2010 2:22 PM
I'm currently updating the sprite engine (and the 3d calculations) and I tried to improve the rotofoils resolution through animation. I'm not sure if I like the effect. I would like to know what you think of it and if I should continue with it. I only implemented the quad-size version right now.
Attached Files
#603
Posted Sun Feb 7, 2010 2:59 PM
When I get near the rotofoil, the screen flickers and the rotofoil hops all over and seems to be in more than one place at the same time. But I guess everything in life is like that:
#604
Posted Mon Feb 8, 2010 1:32 AM
Random Terrain, on Sun Feb 7, 2010 2:59 PM, said:
When I get near the rotofoil, the screen flickers and the rotofoil hops all over and seems to be in more than one place at the same time. But I guess everything in life is like that:
#605
Posted Tue Feb 9, 2010 3:13 AM
Well, I guess the effect is allright and I'll continue with the todo list in the following order:
- remove bugs in rotofoil display
- add collision between rotofoils
- create a ball
- always face ball (auto-rotate)
- display rotated opponent rotofoil correctly
- create goals
- catch ball
- face goals when ball is catched
- remove bugs in rotofoil display
- add collision between rotofoils
- create a ball
- always face ball (auto-rotate)
- display rotated opponent rotofoil correctly
- create goals
- catch ball
- face goals when ball is catched
#606
Posted Tue Feb 9, 2010 3:16 AM
Good to see that this marvelous project is still in the works
#607
Posted Tue Feb 9, 2010 10:24 AM
I only just got the chance to try it. I think the rotofoil animation is better than all right; it's really amazing. Way beyond what I would have done. Can't wait to see the final product and more intermediate steps.
#608
Posted Sun Feb 14, 2010 9:10 AM
This week I made the sprites a bit better. They can now dissapear again on the left and right edge of the screen. The full screen width is now used too. moving too far away would not cause too many problems, but the rotofoil doesn't dissapear in the horizon yet. Now I have to optimise this code since it takes too many cycles to be used in the game.
Attached Files
#609
Posted Sun Feb 14, 2010 1:11 PM
raindog, on Tue Feb 9, 2010 10:24 AM, said:
I only just got the chance to try it. I think the rotofoil animation is better than all right; it's really amazing. Way beyond what I would have done. Can't wait to see the final product and more intermediate steps.
#610
Posted Mon Feb 15, 2010 12:48 AM
Looks good.
Well... you've already amazed a lot of people with the work you've done so far. If you can finish it off you'll probably be promoted to Demigod status. 
Excuse my ignorance, I'm not too familiar with 2600 hardware. But, why does the ship's shape change when I'm moving side-to-side? The original doesn't do this. I'm guessing it's because of a hardware limitation...?
Excuse my ignorance, I'm not too familiar with 2600 hardware. But, why does the ship's shape change when I'm moving side-to-side? The original doesn't do this. I'm guessing it's because of a hardware limitation...?
#611
Posted Mon Feb 15, 2010 1:31 AM
MrFish, on Mon Feb 15, 2010 12:48 AM, said:
Excuse my ignorance, I'm not too familiar with 2600 hardware. But, why does the ship's shape change when I'm moving side-to-side? The original doesn't do this. I'm guessing it's because of a hardware limitation...?
I did not hear any complains about it so the feature is still there.
#612
Posted Mon Feb 15, 2010 9:23 AM
roland p, on Mon Feb 15, 2010 1:31 AM, said:
MrFish, on Mon Feb 15, 2010 12:48 AM, said:
Excuse my ignorance, I'm not too familiar with 2600 hardware. But, why does the ship's shape change when I'm moving side-to-side? The original doesn't do this. I'm guessing it's because of a hardware limitation...?
I did not hear any complains about it so the feature is still there.
It really does help the subjective resolution, and normally during play you wouldn't be spending a lot of time staring at a slowly-moving opponent (or probably see the quad version of the sprite for more than a second or two at a time).
#613
Posted Mon Feb 15, 2010 9:40 AM
raindog, on Mon Feb 15, 2010 9:23 AM, said:
It really does help the subjective resolution, and normally during play you wouldn't be spending a lot of time staring at a slowly-moving opponent (or probably see the quad version of the sprite for more than a second or two at a time).
In motion it acts kind of like antialiasing. But it really does have to be in motion. When it's not in motion, and the ship is smaller, it kind of warps the sprite in a way that might be better served by a static optimized sprite. Maybe it would be worth putting a range limit on this effect. When the sprites drop down to single width maybe?
#614
Posted Mon Feb 15, 2010 9:50 AM
mos6507, on Mon Feb 15, 2010 9:40 AM, said:
raindog, on Mon Feb 15, 2010 9:23 AM, said:
It really does help the subjective resolution, and normally during play you wouldn't be spending a lot of time staring at a slowly-moving opponent (or probably see the quad version of the sprite for more than a second or two at a time).
In motion it acts kind of like antialiasing. But it really does have to be in motion. When it's not in motion, and the ship is smaller, it kind of warps the sprite in a way that might be better served by a static optimized sprite. Maybe it would be worth putting a range limit on this effect. When the sprites drop down to single width maybe?
I could switch from quad width to double width when the size is small enough. One of the previous versions did this allready. When it turns out there is enough cycles/memory, I'll put this feature back in.
#615
Posted Thu Apr 22, 2010 6:43 PM
The project looks great BUDDY!!!!!!!
#616
Posted Fri Apr 23, 2010 4:05 PM
i agree, just keeps getting better. What's next, 2600 fractalus? :-)
#617
Posted Fri Apr 23, 2010 4:10 PM
Godzilla, on Fri Apr 23, 2010 4:05 PM, said:
i agree, just keeps getting better. What's next, 2600 fractalus? :-)
You never know...
http://www.atariage....ost__p__1992413
#619
#621
Posted Wed Sep 1, 2010 12:08 AM
I've not worked on it too much, but I am thinking of it...
In order to be able to continue, I'm thinking of reducing the sprites into squares, the simplest form. That way, it will take as few cycles as possible, hopefully few enough, otherwise I'll have to drop the framerate of the sprites or something.
In order to be able to continue, I'm thinking of reducing the sprites into squares, the simplest form. That way, it will take as few cycles as possible, hopefully few enough, otherwise I'll have to drop the framerate of the sprites or something.
#622
Posted Wed Sep 1, 2010 1:46 AM
roland p, on Wed Sep 1, 2010 12:08 AM, said:
In order to be able to continue, I'm thinking of reducing the sprites into squares, the simplest form. That way, it will take as few cycles as possible, hopefully few enough, otherwise I'll have to drop the framerate of the sprites or something.
Hm... what's the problem with the sprites right now?
#623
Posted Thu Sep 2, 2010 6:18 AM
If the problem is too complex to describe or you actually don't know what the problem precisely is, you can try posting the code that is taking too long to execute.
#624
Posted Thu Sep 2, 2010 7:06 AM
Tonight I'll dive into the code.
There are just a lot of small things going on to name a few:
- horizontal (X) position of the sprite. Now that's a multiplication routine that uses squares.
- truncating the 16bit X2d coordinate to 8 bit (-128...+127)
- when X of sprite < 0, then it has to be displayed at the right side for wrap around. for grp0 and grp1
- determining the mask of the sprite. There are 4 masks, GRP0 and GRP1 can be masked on both sides, enabling them to dissappear on the left and right side of the screen.
- determining the sprites view (left,right front, back)
The good thing is, the sprite only has to be calculated for one screen.
It's been already 2 years since this thread has started...
There are just a lot of small things going on to name a few:
- horizontal (X) position of the sprite. Now that's a multiplication routine that uses squares.
- truncating the 16bit X2d coordinate to 8 bit (-128...+127)
- when X of sprite < 0, then it has to be displayed at the right side for wrap around. for grp0 and grp1
- determining the mask of the sprite. There are 4 masks, GRP0 and GRP1 can be masked on both sides, enabling them to dissappear on the left and right side of the screen.
- determining the sprites view (left,right front, back)
The good thing is, the sprite only has to be calculated for one screen.
It's been already 2 years since this thread has started...
#625
Posted Thu Sep 2, 2010 7:25 AM
roland p, on Thu Sep 2, 2010 7:06 AM, said:
- horizontal (X) position of the sprite. Now that's a multiplication routine that uses squares.
Maybe try them one after another. It seems that the x position is only depending on the vertical and the horizontal distance of the two players?
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