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PROJECT: Loadrunner / updated 11/15/08 — Parallax Forums

PROJECT: Loadrunner / updated 11/15/08

Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
edited 2008-12-10 03:48 in Propeller 1
This thread has been reorganized to move the current edition to the top of the thread.

This is my own version of LODERUNNER. aka LOADRUNNER
Requires SD & NES Controller

Current Version V.0011 "Playable"
Released 9:00pm 11/15/08

Changes from .0010:
Killed Scoreboard, planned for rewrite
Fixed animation (thanks trodoss)
Fixed timers (somewhat)
Added some levels, fixed others


Copy all levels to your SD before playing
Levels are in simple ASCII to permit others to create levels.

TODO:
Rewrite based on new game design planned in future, to bed for now.

Note: My development board runs at 96MHZ, so you may need
to change the speed from 6_000_000 to 5_000_000 for other boards.


OBC

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Post Edited (Oldbitcollector) : 11/16/2008 2:04:36 AM GMT
«1

Comments

  • BamseBamse Posts: 561
    edited 2008-06-17 03:40
    One of my favorites on the C64...
    Looking forward to a playable version...

    ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
    Living on the planet Earth might be expensive but it includes a free trip around the sun every year...

    Experience level:
    [noparse][[/noparse] ] Let's connect the motor to pin 1, it's a 6V motor so it should be fine.
    [noparse][[/noparse] ] OK, I got my resistors hooked up with the LEDs.
    [noparse][[/noparse]X] I got the Motor hooked up with the H-bridge and the 555 is supplying the PWM.
    [noparse][[/noparse] ] Now, if I can only program the BOE-BOT to interface with he Flux Capacitor.
    [noparse][[/noparse] ] I dream in SX28 assembler...

    /Bamse
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2008-06-17 04:38
    Doing the men with this video driver (AiGeneric) is challenging, but here's
    another shot (end of the night) with a few baddies and our hero.

    If I can get the animation working nicely, I'll be very pleased.. [noparse]:)[/noparse]

    OBC

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  • BaggersBaggers Posts: 3,019
    edited 2008-06-17 09:02
    Looking good OBC, good classic game too [noparse]:)[/noparse] nice choice.

    Baggers.

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    ·
  • AndreLAndreL Posts: 1,004
    edited 2008-06-17 22:44
    when its all done be sure to email me, so I can get it on the SD card demo menu so people can check it out.

    Looks like a great start. Loderunner is a very important game, it like the original Wolfenstein created the "Platformer" more or less.

    Andre'
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2008-06-18 04:18
    Edit: Updated version attached in lower thread

    This version will allow you to move the hero around the board, up/down ladders,
    across ropes (sorta) and fall to the platforms using a controller.

    I'm still working on the basic movement engine, as you'll see I'm still chasing a
    few glitches out of it. I'm using the AiGeneric text engine with character
    redefine for my graphics, as such I've got to keep track of everything I step on.
    <smirk>

    I'm having a *devil* of a time coming up with nice looking 8x8 character animation.
    If someone has something useful in their library, please share!
    (Three hours with Google didn't help either!)

    Considering this is my second night with my first ever video game, I'm feeling pretty good!

    OBC

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    Post Edited (Oldbitcollector) : 6/19/2008 5:56:22 PM GMT
  • vampyrevampyre Posts: 146
    edited 2008-06-18 18:15
    video games are a particularly demanding form of programming, but a lot of fun to do, i love what you have so far, i can't wait to play the full game.
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2008-06-19 05:49
    I had no idea game coding was this much fun! jumpin.gif
    (so very, very, mind twisting!)

    Here's the latest update...

    95% of movement rules and video glitches fixed
    You swing on ropes now, instead of walking on them
    You can collect the gems now
    You can drill holes right/left with A&B buttons
    some very minor bleeps and blops (it was too quiet)
    You'll need to re-copy the level1.txt to the Sd (minor changes)

    TODO:
    Work on animation of character and drilling
    Work on more realistic loderunner type sounds
    Work on how to time and re-fill the bricks (not sure where this will take me)
    Add real scoreboard and escape ladder
    Add baddies (another real lesson to come I'm sure.. [noparse]:)[/noparse]

    Night three and it's somewhat playable..
    Now I understand what all the fuss is about.. very cool..

    OBC

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    Post Edited (Oldbitcollector) : 11/5/2008 12:46:13 AM GMT
  • BaggersBaggers Posts: 3,019
    edited 2008-06-19 12:17
    Hi Jeff,
    Welcome to the fun of game coding [noparse]:)[/noparse]
    Wait til you add baddies, then it gets really good fun, thinking about their action/states etc, adding AI etc. [noparse];)[/noparse]
    Glad you're enjoying it.

    Baggers.

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    ·
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2008-06-20 02:44
    Update .0005


    Added fall on gem rule
    Added brick regenerate (works, but a little buggy)
    Added escape ladder
    Added "reasonable" player animation
    Added a couple more sounds
    Continued work on rule glitches...

    OBC

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    Post Edited (Oldbitcollector) : 11/5/2008 12:46:29 AM GMT
  • CassLanCassLan Posts: 586
    edited 2008-06-21 00:58
    OBC,

    Very cool so far. I just got an NES controller·that I got off ebay and I hooked it up and am having fun with your game.

    Question:
    I did get that book by La Mothe, and I'm curious why your using the graphics driver that your using?

    Great going btw!!! Games are a lot more fun with the controller.

    Rick
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2008-06-21 01:41
    CassLan said...
    OBC,

    Question:

    I did get that book by La Mothe, and I'm curious why your using the graphics driver that your using?

    The Hydra book is a little like reading the Bible, each pass I find new insight, and I don't know
    that I'll ever truly understand all of it.. (Ha! Andre, bet you've never had your books compared
    that way!) The graphics driver stuff is still sinking in...

    Besides with all the help that Baggers provided getting .redefine working in AiGeneric, I had
    to do "something" with it.. [noparse]:)[/noparse]

    Now, if I can just figure out why my holes in Loadrunner are filling in backwards...

    I think I'll be taking a couple days off Loadrunner to read the "Black art of Game Programming"
    that came on the Hydra CD.. (I *think* I'm finally ready for it.)

    OBC

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  • Paul BakerPaul Baker Posts: 6,351
    edited 2008-06-27 22:27
    Project added to master index

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    Paul Baker
    Propeller Applications Engineer

    Parallax, Inc.
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2008-06-28 10:23
    Thanks Paul!

    OBC

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    Getting started with the Protoboard? - Propeller Cookbook 1.4
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  • RedNifreRedNifre Posts: 84
    edited 2008-10-26 12:34
    Hm, what exactly is needed to get it up and running? I can't figure out how to run this on my Hydra. :-(

    ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
    Unterwelt (My first game for the HYDRA):
    http://forums.parallax.com/showthread.php?p=696204

    Hydra in a LEGO NES:
    http://forums.parallax.com/showthread.php?p=654788
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2008-10-26 17:51
    I don't have a Hydra to test it with.. You should be able to change the video and sound pin
    settings in loderunner.spin and make it work. (maybe)

    I've put the project on hold until Baggers finishes his sprite video driver and I can use actual
    sprites. This version is close to being finished with the exception of giving the baddies some AI,
    and figuring out why my holes close in reverse. <grin>


    OBC

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    Post Edited (Oldbitcollector) : 11/4/2008 6:01:51 AM GMT
  • BaggersBaggers Posts: 3,019
    edited 2008-10-27 08:47
    OBC, I'm guessing you're making it for the PropGFX then? as the driver I'm doing is for the PropGFX [noparse]:)[/noparse]
    luckily our riser board is compatible with Hydra, so it'll be able to work on Hydra still too, as well as our Hybrid, and with it being Dip40 proto/demo boad users should still be able to play it, hooking it up using white boards [noparse];)[/noparse]

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    ·
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2008-11-04 05:49
    Hate to have this sitting here unfinished... {Looks bad on me}

    Update posted: .0007

    Copy level#.txt files to the SD before attempting to play.
    Edit: Watch the speed setting, this one got released set at 96mhz "6_000_000"

    Changes:

    Level advancement works {added 2 additional levels}
    SELECT now restarts the level if stuck or dead
    Player counter now active, displays GAME OVER when you run out of men


    Bugs to find

    Block fill still backward and buggy


    Major to-do's

    Re-write the brick logic
    Figure out how to add bad guys and logic for them
    Keep score


    OBC

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    New to the Propeller?

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    Post Edited (Oldbitcollector) : 11/5/2008 12:46:52 AM GMT
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2008-11-05 00:45
    Major update:

    Many bugs fixed. New versions now posted to top of thread.

    OBC

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  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2008-11-08 16:35
    Added a more recent screenshot to top of thread.

    Working on baddie code today. [noparse]:)[/noparse]

    OBC

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  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2008-11-08 21:21
    Uploaded new version to top of thread..

    I'm working on Baddie logic, so there is one bad guy and he can kill you and steal gems.

    More baddies will be added after I get one working correctly.

    Version is buggy, but playable.

    Note: Recopy level1.txt to correct a minor map error from .0007

    OBC

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    Post Edited (Oldbitcollector) : 11/8/2008 11:59:00 PM GMT
  • trodosstrodoss Posts: 577
    edited 2008-11-12 19:07
    OBC,

    I really like the game!· It looked like the .zip file in the post was missing the hack.64c font (I just replaced it from an older copy I had) and it worked.

    I did have a suggestion though: Since you are using AIGeneric as the "engine," (like I am, in a as-of-yet unreleased project)·I thought I might give a simple example of how it could be 'double buffered' (to avoid the screen flicker).··This is just a·*simple*·demo (just uses NES pad), and·I tried to minimize the amount of changes necessary to the AIGeneric code.· There is obviously room for·improvements (such as wating for the vsync, etc) that need to be made, but thought I would at least get this much to you to look at.

    --trodoss
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2008-11-13 03:02
    Wow..

    Moment is fluid and smooth.. Might have to just sit down and rewrite... [noparse]:)[/noparse]

    Mind if I steal some code?

    OBC

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  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2008-11-13 03:28
    Upon further inspection I see a big change that you
    have incorporated into your design: Clearing the screen on each pass.

    This solves alot of issues in keeping the screen tidy, but does offer
    some new challenges to keeping track of picked up items, or openings.

    OBC

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  • trodosstrodoss Posts: 577
    edited 2008-11-13 04:57
    @OBC

    If you find it useful definately feel free to "steal" from it whatever you want.·· I am still working on improvements on my own code, and I will be sure to pass them along if they are helpful.· One thing I planned on·using that you had done (from another thread a while ago) was the 'reduced' resolution so that you can see the 8x8 tiles better.·

    I don't think I intended it to make you rewrite your code [noparse];)[/noparse]·

    You wouldn't have to clear the screen, it was just easier for me to do so on that example.· Technically, you could still do what you were doing (keeping track of the previous position and replacing), and then call the "update."· Really all you want to do is have all of your updates happening 'offscreen,' and then switching when all of the updates are completed.

    Managing the timing of animation and the 'state' of objects/enemies is a challenge.· It is a case where I wish Spin had an equivelant of a C-like 'struct' (structure).···[noparse][[/noparse]Edit:] You end up having to 'fake' it by creatively using an array (the same way people simulate multi-dimensional arrays in Spin).· I am expiramenting with an array of objects (which is how I would implement it in Java/C#).·· This·would allow me to encapsulate each object's 'intelligence.'··I am afraid though that it may be way beyond what can be accomplished in such tight memory constraints.··Working with the·Propeller·though is so much easier·in comparison to the SX28/48, where there are even further constraints, that·I really do not have any reason to complain [noparse];)[/noparse]


    Post Edited (trodoss) : 11/13/2008 5:46:08 AM GMT
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2008-11-13 15:32
    Yes, I had problems with timing the bricks as well.

    If you notice that when there are more bricks drilled the time they are
    open in increased substantially. Also movement affects timing in Loadrunner.
    Might be time to spend a COG on a clock routine. [noparse]:)[/noparse]

    Short of the scoreboard, I'm reasonably pleased with this version of the game
    as it is. One baddie presents enough of a challenge for now. I have more
    levels to add to the final on this draft, and I may take lessons I've learned
    from doing this into either a new game and/or a rewrite eventually.
    This is about having fun while learning SPIN for me.

    One big lesson I've learned from doing this is pre-planning the variables.
    You might notice that the baddie code is a lot cleaner than the hero code
    for this reason alone. [noparse]:)[/noparse]

    Yes, you've caught me on reducing the character size. It is also less
    to keep track of on a single screen.

    Tell me a little about your project. What are you working on?

    OBC

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  • trodosstrodoss Posts: 577
    edited 2008-11-13 18:14
    I can understand not wanting to start over at this point.· You can always use something 'better' on your next project [noparse];)[/noparse]· I definately have more ideas than I have free time to try them out.

    I do not want to hijack your project thread with too much info about my own projects, but since you asked [noparse];)[/noparse]
    I have looked at the TI calculator game scene, with clones of Zelda, Mario, and even Pokemon and figured that if it can be done on a calculator, it can surely be done with the Propeller.· Right now what I have is probably closest to "Gauntlet"·but is a primitive 8x8 character-based game.· I have been hesitant to post a project thread about it until I have something real to show.· I am,·by no means·a "game making guru."··I have worked on only·a few homebrew games in the past·using·Flash, JavaScript,·and even one on the xgamestation Pico edition.· I do, however, know what I *want* to do (and how I would do it in another programming language)--it is a matter of working out how it needs to be implemented in Spin/ASM.·

    I have thus far hacked up the poor AIGeneric code up significantly to make what I am using as a game engine.· I have a feeling it would make Baggers or any of the "Hydra gurus" cringe to look at.· Definately a case where I need to start over as well [noparse]:)[/noparse]
    ·
  • BaggersBaggers Posts: 3,019
    edited 2008-11-13 18:16
    trodoss, re-structs.

    I use ( following is an example )

    CON
    
    BADALIVE = 0
    BADSTATE = 1
    BADXPOS = 2' Word 1, but it's really byte 2 and 3 since it's a word it's 1, make sure words are evenly aligned
    WBADXPOS = 1
    BADYPOS = 4' Word 2, but it's really byte 4 and 5
    WBADYPOS = 2
    BADACTION = 6
    BADFRAME = 7
    BADLEN  = 8           ' byte or word size
    
    NUMBAD = 6
    VAR
    
    byte baddata[noparse][[/noparse]NUMBAD*BADLEN]
    
    pub handlebaddies | i,ptr
      ptr := @baddata
      repeat i from 0 to NUMBAD-1
        if byte[noparse][[/noparse]ptr][noparse][[/noparse]BADALIVE]
          'dostuff like move it etc. 
          word[noparse][[/noparse]ptr][noparse][[/noparse]WBADXPOS]++
        ptr+=BADLEN
    
    
    

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    ·
  • trodosstrodoss Posts: 577
    edited 2008-11-13 18:22
    @Baggers

    Thanks for the example! I had seen a few examples of the 'multi dimensional' arrays people had been using and figured that a fake struct could be made.
  • BaggersBaggers Posts: 3,019
    edited 2008-11-13 19:45
    no probs [noparse]:)[/noparse] glad to help.

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    ·
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2008-11-13 23:09
    @trodoss:

    I don't mind my threads being "hiacked" -- for me this is all educational. [noparse]:)[/noparse]
    BTW, I had to double check and see if you had altered my character drawings because they run so smoothly. nice!

    OBC

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