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Beauty and the Beast


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#1 atari2600land OFFLINE  

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Posted Tue Mar 9, 2010 1:33 PM

I'm working on porting the Intellivision game "Beauty and the Beast" to the Atari 2600. What got me inspired was the Intellivision HSC, and after playing, I thought, I bet this could be ported to the 2600! What really made me decide to do it is thinking it would be really nice to have an actual joystick instead of a disc one. So here's what I have so far. The difference is you climb the building itself, not the open windows (climbing windows seems kind of silly to me.) Fire is jump, and the direction pads move the little guy. There's only one screen so far, though. Next up is adding in the beast and enemies. By the way, I'll probably have to change the title since the Disney movie came out.

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#2 Atarius Maximus OFFLINE  

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Posted Tue Mar 9, 2010 1:48 PM

View Postatari2600land, on Tue Mar 9, 2010 1:33 PM, said:

I'm working on porting the Intellivision game "Beauty and the Beast" to the Atari 2600. What got me inspired was the Intellivision HSC, and after playing, I thought, I bet this could be ported to the 2600! What really made me decide to do it is thinking it would be really nice to have an actual joystick instead of a disc one. So here's what I have so far. The difference is you climb the building itself, not the open windows (climbing windows seems kind of silly to me.) Fire is jump, and the direction pads move the little guy. There's only one screen so far, though. Next up is adding in the beast and enemies. By the way, I'll probably have to change the title since the Disney movie came out.


I loved that game on my old INTV. I would think the windows would be an important part of the game, as you could only climp up to the next level using an open window in the original. Opening and closing windows would be easy to do with playfield animation, although it's tough to make that work and not use up too many cycles. You'd definitely have to use flicker to get all the original objects on the screen with the standard kernel (at least six I can think of): The beast, the player, two rolling obstacles, the heart, and the bird that flies across each level. Of course, using the multisprite kernel could be an option with this game since the building graphic could be reflected.

It's a good idea, I hope you continue with it. Here's a video of the original, for those that are curious:

[url="http://www.youtube.com/watch?v=nN11J60EHv0"]http://www.youtube.c...h?v=nN11J60EHv0[/url]

#3 Atarius Maximus OFFLINE  

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Posted Tue Mar 9, 2010 2:34 PM

Here's a sample of what I was talking about using the standard kernel with pfheights and pfcolors turned on. Move your guy over to the second window from the left on the bottom. When the window closes, you can climb up by pushing up. when the window is open, you can't climb up.

This is just a proof of concept, I don't know how well this would work in a finished game. Feel free to use this if you want it.

Steve

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#4 atari2600land OFFLINE  

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Posted Tue Mar 9, 2010 9:24 PM

OK, closed windows are climbable now, whereas open windows and the building isn't. Also, jumping is a bit weird to hide the fact that player1 is the window and if player0 (Buford) and player1 are on the same scanline, player1 will move two spaces to the right for some reason.

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#5 atari2600land OFFLINE  

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Posted Wed Mar 10, 2010 3:00 AM

I worked on this non-stop all night long. Here's the latest as of 1am:

*changed brick color
*added an enemy as well as hit detection
*once you get to the top left hand corner, there's a new level. I can't add an ogre because the windows would flicker.

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#6 yuppicide OFFLINE  

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Posted Wed Mar 10, 2010 8:07 AM

Awesome idea. Will try later tonight on a real 2600.

#7 Atarius Maximus OFFLINE  

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Posted Wed Mar 10, 2010 8:35 AM

View Postatari2600land, on Wed Mar 10, 2010 3:00 AM, said:

I worked on this non-stop all night long. Here's the latest as of 1am:

*changed brick color
*added an enemy as well as hit detection
*once you get to the top left hand corner, there's a new level. I can't add an ogre because the windows would flicker.


Nice Job. I'd suggest having the enemy sprite fall from the screen a little slower, and maybe start a little farther to the left. It's pretty hard to anticipate your jump when you're on the left side of the screen, you don't have much time to react.

Steve

#8 atari2600land OFFLINE  

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Posted Wed Mar 10, 2010 8:37 PM

Changed the code for pressing up. I doubt it impacted play, but just thought I'd tell you. Also, the mouse is moved more towards the left (it's a mouse), I changed it to actually look like a mouse, and this mouse is gray, so the building is back to being brown. Also added a title screen (with no title yet). You get one point per floor you complete.

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#9 yuppicide OFFLINE  

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Posted Mon Mar 15, 2010 2:18 PM

I tried the latest version 031010. I actually don't know what to do. I get no points. I usually climb up to the top and that's about it. Sometimes I will fall. Most of the time fall and die.

You have a bug if you go up off the screen. Eventually uour guy will appear at the bottom and he will be all garbled characters. I think I see two dice, a key, and a hat.

#10 atari2600land OFFLINE  

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Posted Mon Mar 15, 2010 8:45 PM

Once you get to the top, you head left. Once you get to the upper left-hand corner, you'l get a point and start over again.

#11 atari2600land OFFLINE  

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Posted Thu May 13, 2010 7:12 PM

OK, I'm back working on this. I started from scratch and got something working (sort of) without the multisprite kernel. You can't jump yet, but I will add this ability (if I can figure out how.)

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#12 Atarius Maximus OFFLINE  

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Posted Thu May 13, 2010 7:30 PM

View Postatari2600land, on Thu May 13, 2010 7:12 PM, said:

OK, I'm back working on this. I started from scratch and got something working (sort of) without the multisprite kernel. You can't jump yet, but I will add this ability (if I can figure out how.)

Good start. This game will definitely be challenging using the standard kernel since there are so many sprites you'd need to use to match the original game. IMO, you should really use the pfcolors option and make the ledges of the building a different color (like in my example I posted earlier). It's a "free" kernel option that won't cost you anything, you still get full use of both missiles, and it will look a whole lot better. This is one of my favorite INTV games, I'd be happy to help a little on this one if you'd like.

Steve

#13 Nukey Shay OFFLINE  

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Posted Thu May 13, 2010 7:56 PM

I'm pretty sure that the title "Beauty and the Beast" is public-domain. The fable has been around since the 18th century.

#14 atari2600land OFFLINE  

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Posted Thu May 13, 2010 10:39 PM

I would appreciate as much help as I can get. Here's a version where the jumping works. Also, I've changed the ledge colors and added a little thing that seeks where you are and comes after you (but you don't lose a life yet.)

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#15 atari2600land OFFLINE  

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Posted Fri May 14, 2010 4:10 PM

In this latest version, I've changed it back to one color playfields because in order for more than one building to work, I have to because using pfcolors and pfheight together only gives you one fixed height and colors for the entire game. I've also added a title screen.

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#16 KevinMos3 OFFLINE  

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Posted Wed Jun 23, 2010 11:28 AM

I always loved Beauty & the Beast on the Intellivision, so I'd love to see a version on the 2600. Keep up the good work.

#17 atari2600land OFFLINE  

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Posted Mon Oct 25, 2010 5:03 PM

OK, I completely re-wrote the code from scratch. You can jump and climb closed windows (yes, I know in the Inty version, you climb open windows, but that really doesn't make any sense.)

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#18 gambler172 OFFLINE  

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Posted Wed Oct 27, 2010 11:18 AM

Hi Chris
Great,to see,that you work again on this game..... :)
greetings walter

#19 atari2600land OFFLINE  

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Posted Wed Aug 31, 2011 4:40 PM

Argh! It's rising from the dead! All I have is the title screen so far with a plane going by periodically. I tried to do a Doppler effect, but IMO it isn't very good. The sound volume is supposed to peak when it's at the center of the screen then fade. Tell me what you think.

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#20 ScumSoft OFFLINE  

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Posted Wed Aug 31, 2011 5:42 PM

In total, how many unfinished projects you have going right now? This one looks promising.

#21 atari2600land OFFLINE  

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Posted Wed Aug 31, 2011 5:46 PM

Just three at the moment. 2600tris, this one, and Insecticide for the Virtual Boy.

#22 timdu OFFLINE  

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Posted Wed Aug 31, 2011 5:56 PM

It does get louder when it is in the center and it fades as it is moving to the right. Nice! I like it.

I am not sure if the 2600 can do a true doppler effect... do you think it can?

I have to get my intellivision out of storage and hook it up to my TV. I have Beauty and the Beast and Demon Attack for INTV.
I even bought some of the sticklers.... the attachments that go on the discs so they resemble atari 2600 style joysticks.

I am glad you are working on this again!

Tim


View Postatari2600land, on Wed Aug 31, 2011 4:40 PM, said:

Argh! It's rising from the dead! All I have is the title screen so far with a plane going by periodically. I tried to do a Doppler effect, but IMO it isn't very good. The sound volume is supposed to peak when it's at the center of the screen then fade. Tell me what you think.

Edited by timdu, Wed Aug 31, 2011 5:58 PM.


#23 Random Terrain ONLINE  

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Posted Thu Sep 1, 2011 10:11 AM

View Postatari2600land, on Wed Aug 31, 2011 5:46 PM, said:

Just three at the moment. 2600tris, this one, and Insecticide for the Virtual Boy.
Only 3? That's strange. I thought there were about 768?

#24 atari2600land OFFLINE  

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Posted Thu Sep 1, 2011 1:50 PM

Yeah, I know, there are a lot. Notice I said "at the moment."

#25 atari2600land OFFLINE  

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Posted Thu Sep 1, 2011 8:28 PM

Today's update. Press fire at the title screen to begin. You go up the closed windows, not the open ones.

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