Jump to content



0

capture the flag...


14 replies to this topic

#1 Heaven/TQA ONLINE  

Heaven/TQA

    Quadrunner

  • 8,111 posts
  • Location:Baden-Württemberg, Germany

Posted Sun Dec 11, 2005 12:39 PM

anybody knows which version was the first? i just played the vic20 version...and it seems quite technical and similar to the 800 version... with raster interrupts etc... very well done...

atari: http://atari.fandal....p?files_id=1567
vic: http://www.zimmers.n.../vic20/roms/8k/

Attached Thumbnails

  • captureflagvic.PNG
  • capture_the_flag.png


#2 www.atarimania.com OFFLINE  

www.atarimania.com

    Stargunner

  • 1,516 posts

Posted Sun Dec 11, 2005 1:05 PM

Atari I believe. It was meant as a sequel to Way Out by the same author which doesn't seem to exist on the VIC (only Apple, Atari and C64)

--
Atari Frog
http://www.atarimania.com

#3 Allas OFFLINE  

Allas

    Stargunner

  • 1,096 posts
  • Location:Lima - Perú

Posted Sun Dec 11, 2005 2:35 PM

At 1982 Paul Edelstein (Sirius Software) did original WAYOUT for Apple II computer, after that, he did Atari 800 port.

CAPTURE THE FLAG was in 1983 for Atari 800 and after that he did the VIC 20 port.

Really impresive, is the best game I had saw in VIC20.

#4 Heaven/TQA ONLINE  

Heaven/TQA

    Quadrunner

  • 8,111 posts
  • Location:Baden-Württemberg, Germany

Posted Sun Dec 11, 2005 3:57 PM

the interesting thing is that wayout uses 16 byte scanlines???

if you check the display list in atari800win monitor... and mode e... any idea why the game does ths?

$4e adr
$4e adr+$10
...

#5 Rybags ONLINE  

Rybags

    Quadrunner

  • 10,316 posts
  • Location:Australia

Posted Sun Dec 11, 2005 5:05 PM

The game uses narrow playfield, and the first/last 8 bytes of screen data are masked by green PMGs.

That leaves 16 bytes which gets displayed.

I would guess that using 16 bytes per line would be to make screen calculations easier, plus save some memory. Although, I can't see any great advantage (other than memory saving) over using tables to store Y addresses for screen locations.

It also uses an interesting technique to change the DLI vector. JSR to a routine which then pulls the address from the stack, increments it and stores in $200,201, then issues RTI.

#6 www.atarimania.com OFFLINE  

www.atarimania.com

    Stargunner

  • 1,516 posts

Posted Sun Dec 11, 2005 7:35 PM

BTW, it seems this game doesn't work properly with Atari800Win PLus. This is not the result of a bad dump (this has been verified with the original disk image).

Note that other Sirius programs like Turmoil, Fast Eddie and Final Orbit also have a messed up screen display but for different reasons probably.

--
Atari Frog
http://www.atarimania.com

#7 www.atarimania.com OFFLINE  

www.atarimania.com

    Stargunner

  • 1,516 posts

Posted Sun Dec 11, 2005 7:41 PM

Rybags, on Mon Dec 12, 2005 12:05 AM, said:

I would guess that using 16 bytes per line would be to make screen calculations easier, plus save some memory. Although, I can't see any great advantage (other than memory saving) over using tables to store Y addresses for screen locations.
That would make sense. The game was to be cartridge-based but ended up as a disk release.

--
Atari Frog
http://www.atarimania.com

#8 Rybags ONLINE  

Rybags

    Quadrunner

  • 10,316 posts
  • Location:Australia

Posted Sun Dec 11, 2005 11:56 PM

From memory, CTF didn't run too well on the XL to start with.

Just verified that with the emulator. The game still starts but there is some corruption. Seems OK in 800 OSB mode.

#9 www.atarimania.com OFFLINE  

www.atarimania.com

    Stargunner

  • 1,516 posts

Posted Mon Dec 12, 2005 6:39 AM

Rybags, on Mon Dec 12, 2005 6:56 AM, said:

Seems OK in 800 OSB mode.
Doesn't seem to work either, at least for me...

Would be cool if the emulator gurus could check what's going on... Why do Final Orbit, Turmoil and Fast Eddie have problems as well?

--
Atari Frog
http://www.atarimania.com

#10 Wrathchild ONLINE  

Wrathchild

    Stargunner

  • 1,373 posts
  • Location:Reading, UK.

Posted Mon Dec 12, 2005 7:16 AM

Looks like it gets to $5285 then starts doing some disk access,
I guess as this is an xex that the data isn't available, it fails
and so loops waiting for a disk. What you're seeing when it
does fire up (because you have some disk attached already)
is the game working against the (incorrect) data it did load.

Regards,
Mark

#11 Heaven/TQA ONLINE  

Heaven/TQA

    Quadrunner

  • 8,111 posts
  • Location:Baden-Württemberg, Germany

Posted Mon Dec 12, 2005 10:57 AM

never thought on this idea which he used in way out with 16 byte long scanlines... but you can remove the players which cover the rest of the screen simply via monitor (lda #0).

it's an interesting concept... and interesting done in 1982.... and not often reused again...(or i am not aware of...)

Attached Thumbnails

  • atari000.jpg


#12 Kr0tki OFFLINE  

Kr0tki

    Dragonstomper

  • 725 posts
  • Location:Warszawa, Poland

Posted Mon Dec 12, 2005 1:24 PM

www.atarimania.com, on Mon Dec 12, 2005 2:39 PM, said:

Doesn't seem to work either, at least for me...

View Post


The version for which Heaven provided the link works fine on Atari800WinPLus 4.0beta3 & 4.0Final, with every possible settings, as long as you set:
- SIO patch: off
- Disk Drive D1: No disk (turned on, but empty)
This version is a bad crack, though - after the first run it doesn't show the credits text, instead it displays the "options screen". But the keys 1,2,3 don't work until you pressed START key. (Interestingly, after choosing 3 (Demo) the credits text shows properly.)

#13 emkay ONLINE  

emkay

    Quadrunner

  • 6,490 posts
  • What's up?
  • Location:Holy Grail ;)

Posted Mon Dec 12, 2005 3:33 PM

Heaven/TQA, on Mon Dec 12, 2005 5:57 PM, said:

never thought on this idea which he used in way out with 16 byte long scanlines... but you can remove the players which cover the rest of the screen simply via monitor (lda #0).

it's an interesting concept... and interesting done in 1982.... and not often reused again...(or i am not aware of...)

View Post



What should this be good for?

It doesn't save CPU-cycles, and every graphics is drawn two times.

#14 Heaven/TQA ONLINE  

Heaven/TQA

    Quadrunner

  • 8,111 posts
  • Location:Baden-Württemberg, Germany

Posted Mon Dec 12, 2005 3:43 PM

should be saving ram and could be clever use of shifts... (16 is quite good for 6502... ;))

#15 www.atarimania.com OFFLINE  

www.atarimania.com

    Stargunner

  • 1,516 posts

Posted Mon Dec 12, 2005 3:56 PM

Kr0tki, on Mon Dec 12, 2005 8:24 PM, said:

The version for which Heaven provided the link works fine on Atari800WinPLus 4.0beta3 & 4.0Final, with every possible settings, as long as you set:
- SIO patch: off
- Disk Drive D1: No disk (turned on, but empty)
This version is a bad crack, though - after the first run it doesn't show the credits text, instead it displays the "options screen". But the keys 1,2,3 don't work until you pressed START key. (Interestingly, after choosing 3 (Demo) the credits text shows properly.)
Thanks, that did the trick! We'll try to redump this one as we have the original disk.

--
Atari Frog
http://www.atarimania.com




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users