Prop InVGAders - Updated 9/25 - Now Playable
Agent420
Posts: 439
UPDATED 9/25/09 -
Here's Beta 2, now fully playable (single player)...· Includes collision detection, enemy bombs, player killed, levels etc.·· Currently coded for ps2 mouse input, but modification for keyboard should be easy to do.
Player base, enemy ship at top, missiles and bombs are custom 'sprites' created from modified VGA cursor drivers.
Some of the logic for the sequential movement got a bit complicated, but I see that you almost need to move the invaders in that manner in order to be able to hit the upper enemies... you wouldn't be able to do that if they moved as a block...
I've still got some polishing up to do, but I think I've got all the major bugs out.· Actually kinda fun ;-)
Archive attached below.
V1 - 9/14/09
Nothing like airing your laundry out in public I guess ;-)
For anyone interested, here's my first beta pre-release of Prop InVGAders, a Space Invaders interpretation for use with a 1024 x 768 vga display.· It is not yet fully playable - I am working on the collision coding - but it demonstrates the 'attract mode' and you can move the base and fire missiles at the invaders (though the missiles pass through them for the time being).
As a connoisseur of strange timepieces, I was intrigued by Jason Hickner's vintage tv Space Invaders Propeller clock.· However, I have access to more surplus vga displays than I do tv sets, so I began work on this project which will ultimately be a wall mounted display cycling between several vintage arcade games as timepieces.· Though the end result will be 'logic scripted' movement, that still requires most game logic be functional so it will be playable as an actual game as well.
I think there are one or two interesting code elements here - I modified the vga driver to display two 64x32 1bit 'sprites' to display the saucer ship and the player base, and they provide some movement automation as well.
Thanks to Raymond Allen for providing his excellent Propeller examples, and all others who participate in this forum sharing knowledge, without whom I would not have progressed so quickly.
Comment welcome.
edit -
Forgot to mention that the invader movement seems 'sequential' - this was actually done on purpose because I noted a slight 'whiplike' movement on the original game.· I'm still tweaking that, right now I think it appears as though the code is running too slowly, but in reality that is not the case.
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Post Edited (Agent420) : 9/25/2009 10:31:51 AM GMT
Here's Beta 2, now fully playable (single player)...· Includes collision detection, enemy bombs, player killed, levels etc.·· Currently coded for ps2 mouse input, but modification for keyboard should be easy to do.
Player base, enemy ship at top, missiles and bombs are custom 'sprites' created from modified VGA cursor drivers.
Some of the logic for the sequential movement got a bit complicated, but I see that you almost need to move the invaders in that manner in order to be able to hit the upper enemies... you wouldn't be able to do that if they moved as a block...
I've still got some polishing up to do, but I think I've got all the major bugs out.· Actually kinda fun ;-)
Archive attached below.
V1 - 9/14/09
Nothing like airing your laundry out in public I guess ;-)
For anyone interested, here's my first beta pre-release of Prop InVGAders, a Space Invaders interpretation for use with a 1024 x 768 vga display.· It is not yet fully playable - I am working on the collision coding - but it demonstrates the 'attract mode' and you can move the base and fire missiles at the invaders (though the missiles pass through them for the time being).
As a connoisseur of strange timepieces, I was intrigued by Jason Hickner's vintage tv Space Invaders Propeller clock.· However, I have access to more surplus vga displays than I do tv sets, so I began work on this project which will ultimately be a wall mounted display cycling between several vintage arcade games as timepieces.· Though the end result will be 'logic scripted' movement, that still requires most game logic be functional so it will be playable as an actual game as well.
I think there are one or two interesting code elements here - I modified the vga driver to display two 64x32 1bit 'sprites' to display the saucer ship and the player base, and they provide some movement automation as well.
Thanks to Raymond Allen for providing his excellent Propeller examples, and all others who participate in this forum sharing knowledge, without whom I would not have progressed so quickly.
Comment welcome.
edit -
Forgot to mention that the invader movement seems 'sequential' - this was actually done on purpose because I noted a slight 'whiplike' movement on the original game.· I'm still tweaking that, right now I think it appears as though the code is running too slowly, but in reality that is not the case.
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Post Edited (Agent420) : 9/25/2009 10:31:51 AM GMT
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My Prop Info&Apps: ·http://www.rayslogic.com/propeller/propeller.htm
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