Spintris - NTSC/PAL video game for Propeller

JT CookJT Cook Posts: 476
edited 2007-12-17 - 10:08:16 in Propeller 1
Spintris - 12-15-07 - Source code release

Tetris video game for NTSC or PAL·TVs,·features·2 player with sound from Andrew Arsenault's HSS sound driver.

2 player version includes first to eliminate 25 lines or battle where if a player eliminates 2 or more lines, it will add those lines, minus 1, to the other player's playfield.

Play using the keyboard or gamepads.

Includes source code configurations for Hydra, Hybrid, and Demo boards

Post Edited (JT Cook) : 12/16/2007 3:22:33 AM GMT

Comments

  • JT CookJT Cook Posts: 476
    edited 2007-12-16 - 02:41:59
    I also have had this posted in the Hydra forums, but now I have released the source and added support for demo boards/proto boards. Even if you have a different configuration you easily be able to remap keyboard, video, and audio pins to whatever setup you have.

    Any coments/question/etc feel free to post them.

    *edit* Just fixed a bug with the battle mode, now on source release 2 smile.gif

    Post Edited (JT Cook) : 12/16/2007 3:23:10 AM GMT
  • PerryPerry Posts: 253
    edited 2007-12-16 - 14:58:24
    Nice little toy! , while not a gamer 'tris has some fascination for me. Way back about 1984 I started a job and all of the software engineers there seemed to be spending more time on 'tris than on work. LOL.

    One bit of advice though, not all demo board users use the recommended pins for video. I changed the example demo board configuration to this:

    
      basepin = 16
      Video_Pins = (basepin & $38) << 1 | (basepin & 4 == 4) & %0101       ' pin location for video out
     
    
    


    Perry
  • ClemensClemens Posts: 236
    edited 2007-12-16 - 15:26:53
    Wow, thats cool, JT! Looks very nice on my PAL TV, the colors are well chosen, there Is hardly any noticable colorflicker. Thank you very much! This can be seen as a best practice project running on hydra/hybrid/demoboard, ntsc/pal, keyboard/NES/Atari.
  • JT CookJT Cook Posts: 476
    edited 2007-12-17 - 04:57:48
    Perry: I am glad you were able to get it to work ok.

    Clemons: I live in The States and just have NTSC TVs (the one I use with the Prop is run through RF) and I checked out PAL through my video capture card and I couldn't beleive how vibrant and clear it was. It actually has me jelous of PAL owners.
  • BaggersBaggers Posts: 2,965
    edited 2007-12-17 - 10:08:16
    Yeah JT good choice of colours, looks crisp on PAL
  • Excuse the decade-spanning necropost, but here's an improved version I wrote at some point (that point being earlier today...)
    Features include:
    - controls that don't suck
    - scoring in singleplayer mode
    - improved piece randomization
    - blanking the screen when the game is paused
  • Wuerfel_21 wrote: »
    Excuse the decade-spanning necropost, but here's an improved version I wrote at some point (that point being earlier today...)
    Features include:
    - controls that don't suck
    - scoring in singleplayer mode
    - improved piece randomization
    - blanking the screen when the game is paused

    Any chance you could post a video of it running?
  • Here you go:


    Doesn't really look very different from the old version, except for the addition of aforementioned scoring.

    I'm trying to do a thing where I archive and document all the P1 games (and other video-outputting applications) anyways, might as well work a bit on that while I've got the capture card hooked up...
  • Wuerfel_21Wuerfel_21 Posts: 413
    edited 2019-10-03 - 15:56:52
    I've noticed the randomizer sometimes getting biased towards large floods of Z pieces (one can see this in the video - it deosn't happen every time) when there wasn't one among the first couple pieces (due to bag refill being biased towards them). Bag refill in case of a drought length tie is now random, which should fix this issue.
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