In regards to marble maddness I have a theory about how the game mechanic could theoreticaly work or atleast help to make one work. I had once said that the design needs to allow for a more elaborate collision detection system. well say with the way the screen is drawn and considering the movement of the joy stick in all 8 possible directions I think a special collision system in code that does pattern comparisons for a way to know what kind of area you are located at. I will list out a bit of what I mean
If the last 2 scanlines worth of player 0 where ever on the screen they happen to be were checked for a collision twice for one full frame of the game itself, then a detailed collision matrix could be constructed from the data.
Let me elaborate. The frame of this game consist of one bitmap done in a general tone grey while a second frame is done in the tone of the level. Each frame is marked 0 or 1 respectively. Each real frame is checked at the last 2 scanlines of the ball displyed on both frames.
Frame 0 possible outcomes 0, 1
Frame 1 possible outcomes 0, 1
With this there are atleast 4 possible outcomes considering both frame 1 and frame 2
Balls tend to roll a bit on their own in one of the possible 8 directions. This being true, left and right can be tracked by atleast every 4 H positions and up and down can be tracked based upon 2 thing THe first is not that the ball moved but tht the PF scrolls verticaly up and down. If the PF scrolls atleast 3 double sets of scanlines before starting over sorta speak, then a patern can be recognized indicating where the ball is currently as far as if it should fall off or not. As far as slopes go that may be another hurdle to overcome.
patterns for areas are aproached difrently depending on which way the pattern is recieved.
Falling off from behind can be:
BLUE
BLACK
GREY
or
BLACK
BLACK
GREY
These would be read going up
fall forward can be:
GREY
BLACK
BLUE
These would be read going down
There are also the areas where a back wall obstical can be detected in software
Going up would read
BLUE
BLUE
GREY
These are just a few examples and not every place (currently) reflects these examples. But with some basic design layouts depending on the patterns in certain orders nd the directin shifted up or down, certain crude detections can be acheived and this will give a wee bit of slack on control while keeping overall gameplay intresting. It needs fluc=shing out but what you guys think?
Remember that the current images DO NOT reflect the finished design as there are only 3 colors used and no blend of blue and grey at this time. This will give other possibilities.
With 3 double width scanlines with each having 4 possibilities and also depending on the order recieved based upon the movement up or down... a total including the ups and downs (lol!) 64! This may give many boundaries and switches that will indicate the ball's movement. However it does not reflect horizontal movements well. That is where others need to come in and conjure up some magic where I have no clue. I will have an almost finished level quite soon. yay!
I sure hope this has some merit but if not, I would be intrested in more advanced techniques for collision detection when dealing with terrain. That is to say if anyone knows any.