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My 1st Inty homebrew (WIP)


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#1 GroovyBee OFFLINE  

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Posted Wed Sep 8, 2010 6:23 AM

I had a couple of hours free last night so started getting to grips with the Inty and came up with this :-

title.png
scr1.png

That's all it does at the moment :lol:. Apologies for the atrocious programmer art. It uses the same level data as my 7800 version of the same game. I'm concerned that the rock/apple physics will eat too much CPU time but I'll be using a different approach than the way I implemented those routines on the 7800. I also have a ton of other projects on the go at the moment so this will be on and off the back burner for a while.

#2 jsmith73 OFFLINE  

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Posted Wed Sep 8, 2010 7:23 AM

SWEET! :thumbsup:

I'm in for one when you get it done.:D

#3 intvnut OFFLINE  

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Posted Wed Sep 8, 2010 11:19 AM

View PostGroovyBee, on Wed Sep 8, 2010 6:23 AM, said:

I had a couple of hours free last night so started getting to grips with the Inty and came up with this :-

Attachment title.png
Attachment scr1.png

That's all it does at the moment :lol:. Apologies for the atrocious programmer art. It uses the same level data as my 7800 version of the same game. I'm concerned that the rock/apple physics will eat too much CPU time but I'll be using a different approach than the way I implemented those routines on the 7800. I also have a ton of other projects on the go at the moment so this will be on and off the back burner for a while.

Exciting! :-) :-)

I just googled and found the thread for the 7800 version. I guess you had a demo at CGE 2010! I was there but didn't know about it or get to see the demo. :-(

Has anyone posted a video of the final CGE Demo version? (I saw a few offers from folks to do so on YouTube, but you implored them to wait for the final version. A quick search there turns up nothing.) I don't have a 7800 or a CC2 to try it out with. I'm curious what the game play is like.

Hopefully the physics won't eat up too much CPU. The CP-1610 surprises me again and again with how powerful it is thanks to being 16-bit, and with generous ROM space and lookup tables, many things are possible.

I noticed your final .BIN file was 128K bytes. Yowzers! :-) Fortunately, the CC3 provides 128K bytes of game storage (64K x 16-bit), accessible with bankswitching. My JLP cart design actually supports games up to about 240K bytes (120K x 16-bit), so there's even a path to physical cartridges once you get there.

#4 GroovyBee OFFLINE  

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Posted Wed Sep 8, 2010 11:27 AM

View Postintvnut, on Wed Sep 8, 2010 11:19 AM, said:

Has anyone posted a video of the final CGE Demo version? (I saw a few offers from folks to do so on YouTube, but you implored them to wait for the final version. A quick search there turns up nothing.) I don't have a 7800 or a CC2 to try it out with. I'm curious what the game play is like.

If you search the forum for version 1.3e of ProSystem (its a 7800 emulator) the binaries in the development thread will work fine on that. I'm not a big fan of youtube's policies so I'd rather WIPs stayed off there.

Quote

Hopefully the physics won't eat up too much CPU. The CP-1610 surprises me again and again with how powerful it is thanks to being 16-bit, and with generous ROM space and lookup tables, many things are possible.

As I mentioned I'll be taking a different approach to the physics. I might back port it to the 7800 version ;).

Quote

I noticed your final .BIN file was 128K bytes. Yowzers! :-) Fortunately, the CC3 provides 128K bytes of game storage (64K x 16-bit), accessible with bankswitching. My JLP cart design actually supports games up to about 240K bytes (120K x 16-bit), so there's even a path to physical cartridges once you get there.

There are loads of graphics for animations in the 7800 version of the game. I'm using its 13 colour mode (4BPP) for most of them so that all takes space. Plus the level data is in there too.

#5 cmart604 OFFLINE  

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Posted Wed Sep 8, 2010 1:28 PM

Cool. Posted Image Great news, now it looks like I'll be getting two versions of this game!Posted Image
I am a guaranteed customer as well...and I bet you can put Rev down for one as well!Posted Image

#6 GroovyBee OFFLINE  

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Posted Wed Sep 8, 2010 1:37 PM

Another Inty game idea dropped into my head this afternoon. Arrrrggghhhhhh!!! too much to do already :(.

#7 cmart604 OFFLINE  

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Posted Wed Sep 8, 2010 1:41 PM

View PostGroovyBee, on Wed Sep 8, 2010 1:37 PM, said:

Another Inty game idea dropped into my head this afternoon. Arrrrggghhhhhh!!! too much to do already Posted Image.


Go with it! Don't fight inspiration!Posted Image
And, oh yah, did Rev and I tell you that we loved you??Posted Image

#8 GroovyBee OFFLINE  

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Posted Wed Sep 8, 2010 1:45 PM

View Postcmart604, on Wed Sep 8, 2010 1:41 PM, said:

Go with it! Don't fight inspiration!Posted Image

:ponder: I have... sorta. I've done some programmer art to run with :lol:.

Quote

And, oh yah, did Rev and I tell you that we loved you??Posted Image

Steady! :lolblue:

#9 Albert OFFLINE  

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Posted Wed Sep 8, 2010 2:42 PM

Oh my, you have my attention with those screenshots!

Time for me to install those sticks on a pair of Intellivision controllers. :D

Time also for me to create an Intellivision Programming forum!

..Al

#10 GroovyBee OFFLINE  

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Posted Wed Sep 8, 2010 3:04 PM

View PostAlbert, on Wed Sep 8, 2010 2:42 PM, said:

Oh my, you have my attention with those screenshots!

Hopefully the game will look better once I get an artist on board. I'll see if espire8 wants to do the honours for the Inty version too.

Quote

Time for me to install those sticks on a pair of Intellivision controllers. :D

I've been thinking about taking my Inty apart to see how the controllers are wired. I'm going to add my PSX adapter to the list of projects for it (if its feasible).

Quote

Time also for me to create an Intellivision Programming forum!

:cool: I'll devote some time to making a game making tutorial or two for it.

#11 Albert OFFLINE  

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Posted Wed Sep 8, 2010 3:53 PM

View PostGroovyBee, on Wed Sep 8, 2010 3:04 PM, said:

I've been thinking about taking my Inty apart to see how the controllers are wired. I'm going to add my PSX adapter to the list of projects for it (if its feasible).

<offtopic>
More so than just about any other system, the Intellivision really needs replacement controllers. It's too bad they are hardwired into the system (discounting the Intellivision II, of course). I wonder if they are soldered onto the motherboard. Even then I would be happy to go in there and desolder the old controllers if it meant I could use another controller. The hard part is the fact that the Intellivision really needs a keypad controller, so you need to work that in somehow.
</offtopic>

..Al

#12 GroovyBee OFFLINE  

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Posted Wed Sep 8, 2010 3:58 PM

View PostAlbert, on Wed Sep 8, 2010 3:53 PM, said:

The hard part is the fact that the Intellivision really needs a keypad controller, so you need to work that in somehow.

How about connecting a jagpad? Maybe a PSX controller and a jagpad together? I'm pretty sure with the analogue sticks on the PSX controller you could create vectors to get the 16 directions.

#13 Albert OFFLINE  

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Posted Wed Sep 8, 2010 4:07 PM

View PostGroovyBee, on Wed Sep 8, 2010 3:58 PM, said:

How about connecting a jagpad? Maybe a PSX controller and a jagpad together? I'm pretty sure with the analogue sticks on the PSX controller you could create vectors to get the 16 directions.
A Jaguar controller was my first thought until I remembered the Intellivision controller has more than eight discrete directions. An analog stick is pretty much the only way to go there. Not sure how much of a pain it'll be to use a separate keypad, but at least the Jaguar controllers are easy enough to find.

You do have a whole bunch of extra buttons on a Playstation controller. Four D-Pad directions, the four buttons on the right, select and start, and the four L/R buttons at the top. You need three "fire" buttons, but that leaves plenty of buttons on the PSX controller that can be "mapped" to keypad buttons. This would work well for games that just use a few of the keypad buttons and especially for games that require quick access to them. You could still have a normal keypad plugged in. Actually, if you could keep a regular Intellivision controller plugged in, then you could still use the overlays..

This discussion should be moved into a separate topic.

..Al

#14 cmart604 OFFLINE  

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Posted Wed Sep 8, 2010 4:11 PM

View PostAlbert, on Wed Sep 8, 2010 2:42 PM, said:

Oh my, you have my attention with those screenshots!

Time for me to install those sticks on a pair of Intellivision controllers. Posted Image

Time also for me to create an Intellivision Programming forum!

..Al


Great news Al! Posted Image I look forward to the day when my AA shopping cart includes not just 2600, 7800 and CV goodness, but also some new INTV awesomeness. Posted Image

#15 GroovyBee OFFLINE  

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Posted Wed Sep 8, 2010 4:26 PM

View PostAlbert, on Wed Sep 8, 2010 4:07 PM, said:

This discussion should be moved into a separate topic.

Done!

http://www.atariage....ntroller-ideas/

#16 LS_Dracon OFFLINE  

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Posted Wed Sep 8, 2010 5:30 PM

Hi GroovyBee

What programming language are you using to code for Intellivision? Assembly?

Good luck with your project :)

Quote

Another Inty game idea dropped into my head this afternoon. Arrrrggghhhhhh!!! too much to do already

It's happens with me too :(

#17 GroovyBee OFFLINE  

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Posted Wed Sep 8, 2010 5:35 PM

View PostLS_Dracon, on Wed Sep 8, 2010 5:30 PM, said:

What programming language are you using to code for Intellivision? Assembly?

Assembly language is the only option at the moment. As far as I'm aware there are no high level languages like "C" or BASIC available for it.

Quote

Good luck with your project :)

You too!




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