Nukey Shay Posted February 17, 2013 Share Posted February 17, 2013 I posted a 4k version earlier...this is back down to 2k. Using missile sprites instead of 8-bit players, and adding redundant code (after those sprites were already enabled in the loop) eliminates the horizontal lines between PF rows. I kept the blank lines from the upper and lower screen borders, but those could be removed as well. Quite a bit of space left over (and more to be had) even in 2k, so another update could follow. Maybe expand on the number of game options by doing away with the lookup table? It's kind of goofy to see the computer player drawing in graffiti mode, tho - set bit4 (+$10) in ram location $F1 to see that. Surround(NoBlanks).asm Surround(NoBlanks).bin 3 Quote Link to comment Share on other sites More sharing options...
KevinMos3 Posted February 17, 2013 Share Posted February 17, 2013 Nice. It's been so long sine I've played Surround that I didn't even realize it had blank lines. I was playing Tapeworm the other day though and the blank lines reminded me of bB. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted February 17, 2013 Share Posted February 17, 2013 That's a nice change. Can you do anything to make the sound less annoying? Maybe have it change notes or at least pretty it up so it sounds more polished? Then it wouldn't burn a hole in people's brains. 1 Quote Link to comment Share on other sites More sharing options...
ComputerSpaceFan Posted February 17, 2013 Share Posted February 17, 2013 If you have enough room, I'd love to see some kind of Tron Lightcycles reference in Surround. I know there's a color hack but anything that might make the game faster or more challenging .... you know ... more Tron-like would be awesome. Quote Link to comment Share on other sites More sharing options...
tremoloman2006 Posted February 19, 2013 Share Posted February 19, 2013 Check out Warring Worms: The Worm Returns It's a great sequel to Surround! Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted February 20, 2013 Author Share Posted February 20, 2013 The game is not suitable for Tron (or even Dominos, for that matter). Playfield pixels are too wide for the former, and no detail for the latter. It's possible to use the original kernel to draw the player's sprites in some other shape than a square, tho. But you'd need to alter the collision routine if the sprite is bigger than the pixels "it leaves behind". As for sound, I'm terrible at it. But IMO any sound effect used is bound to get on your nerves in this game. Or maybe that was the whole idea? At least the speedup variations alters the sound a bit. What would you suggest? Something like Super Breakout that randomly assigns a distortion effect? Quote Link to comment Share on other sites More sharing options...
Keatah Posted February 20, 2013 Share Posted February 20, 2013 (edited) As for sound, I'm terrible at it. But IMO any sound effect used is bound to get on your nerves in this game. Or maybe that was the whole idea? Surround was the 3rd game I ever played on the VCS. To me, without that sound, it wouldn't be the same. But if you're hacking and modding it then whatever goes goes.. Edited February 20, 2013 by Keatah Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted February 20, 2013 Share Posted February 20, 2013 The first 'note' (AUDC0 = $0C and AUDF0 = $1E) seems to play for 13 frames and is silent for 2 frames and everything I've tried so far by playing with the volume makes it more annoying. A bell-like sound is worse. Bringing the volume up to 8 makes you want to breathe funny. Making the volume vacillate is very, very, very, very annoying. Only thing I can think of is that since the other sound channel isn't being used, maybe a complimentary note could be played at the same time to help make it more pleasing. Quote Link to comment Share on other sites More sharing options...
Chuck D. Head Posted February 20, 2013 Share Posted February 20, 2013 RT, are you annoyed by the tone that escalates with the speed increase (not sure if it does that on all games) and plays as you are running, or the echoing "crash" sound? or both? I dont like the tones as you are moving, but can tune them out. I suppose the crash sound is super annoying, but I can't imagine the game without it. Having said that, I never knew about Warring Worms and cant wait to try it. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted February 20, 2013 Share Posted February 20, 2013 RT, are you annoyed by the tone that escalates with the speed increase (not sure if it does that on all games) and plays as you are running, or the echoing "crash" sound? or both? I dont like the tones as you are moving, but can tune them out. I suppose the crash sound is super annoying, but I can't imagine the game without it. Having said that, I never knew about Warring Worms and cant wait to try it. The crash sound effect is OK. It's the constant doo doo doo doo DOO DOO DOO DOO DOO DOO DOO DOO that gets annoying pretty fast. The only other thing I can think of is to change the volume from 8 to something like 4 and leave the crash sound the way it is. The crash sound effect will be at normal volume, but the constant doo doo doo doo sound effect won't be as loud and you won't have to play with the volume on your TV. Quote Link to comment Share on other sites More sharing options...
Ransom Posted February 20, 2013 Share Posted February 20, 2013 Could always go with something similar to the "whoosh" sound of the Intellivision variant ( ). Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.