Hello all,
Cybergoth, on Thu Jan 12, 2006 5:09 PM, said:
Hi there!
ZylonBane, on Thu Jan 12, 2006 9:55 PM, said:
johnnywc, on Thu Jan 12, 2006 4:10 PM, said:
Do Turtles instead.
Turtles should be a lot easier, yes. Alien's Return is almost there actually.
Greetings,
Manuel

Hmm... I never played Turtles so that isn't an option. One requirement for me to port something is "the love of the game".
supercat, on Fri Jan 13, 2006 1:29 AM, said:
Feralstorm, on Fri Jan 13, 2006 1:24 AM, said:
Maybe use the missiles for something? Possibly even flickery dots so that part doesn't have to be playfiled.

IMHO, Pesco demonstrates the right approach for dot-muncher games. If the playfield and turnstiles could be worked to be symmetrical, I would think things quite feasible (and even if they can't, there might still be ways...)

I agree on the Pesco part. One concession I was willing to make was to have the playfield symmetrical at all times; that is, when one door is flipped, the other side flips too. I don't think it would adversely affect gameplay, it may even make it more challenging.
Cybergoth, on Fri Jan 13, 2006 5:00 AM, said:
Hi there!
Cybergoth, on Thu Jan 12, 2006 9:48 PM, said:
1. For the door flicker like you planned it, you need to RAM buffer two different PF patterns.
Ah... I was wrong here of course, you need to buffer it only once, assuming the dots would flicker just like the doors. Still, that is 2 times the number of rows you do, (considering flipdors and dots can only be on PF1/PF2), so it'd still require some 50 bytes screen buffer, assuming 25 rows, 6 pixels high. (Hm... of course, that means the dots being the size of a wall pixel...

)
One idea is to store a different static maze for each combination of doors (up or down). One even frames you would display the part of the maze without any doors and on odd frames you would display the maze with doors. This maze would be one of N combination of mazes (depending on the position of the doors). For example, there are 11 rows and 20 doors in the arcade version; this would trim down to 8 rows and possibly 6 doors (assuming a symmetrical maze). Each maze can be stored in rows+(rows-1)*2 = 30 bytes. The maze combinations are now 6^2=36 possible combinations, stored in 36*30=1080 bytes of ROM. If you went up to 7 doors this increases to 1470 bytes, etc. You would need 2 pointers in RAM that would be set depending on the state of the doors for the odd number of frames. I mapped out a screen that would be 11 columns x 8 rows for 88 dots, stored in 4 * 8 = 32 bytes. This assumes an 8K cart, one bank reserved to just draw the maze and the other bank for the status and game logic.
EDIT: I just thought about my math and it's a little off. If I have 6 doors that can be either up or down, this is 2^6 = 64 combinations. But, since PF1 and PF2 are independant, it's really 2^3 = 8 combinations for each PFx, each one pointing to 15 bytes of data. With this, you could have 8 doors instead of 6 for 2^4 = 16 combinations for each PFx. Total ROM usage would be 16 * 15 * 2 = 480 bytes. Hmm.. I'll have to think more about this.
I'm going to proceed on my WIP and see what I come up with. Thanks for all the suggestions.
Edited by johnnywc, Fri Jan 13, 2006 9:43 AM.