Although saying that, ever since I did Manic Miner, I did want to do either a VIC20 or at least a version of "The Perils Of Willy" which was basically a manic miner clone, with Led Zep's "Stairway To Heaven" in game tune [noparse]:D[/noparse] I remember completing that game one summer, when it came out, took us ( me, my sister, and her kids ) most of the summer holidays but we completed it, lol happy days.
Hmm...if genre and/or sprite size can't be answered...
We know that TV output is a resource other than the Prop itself that is required, and (possibly?) Mono sound.
Could this run on just the Propeller Demo Board, or would additional hardware be required?
[noparse][[/noparse]Edit: ] Maybe something more unusual...say a Wii Nunchuck?· -- Just a thought.
Since it uses the fat pixel driver I am going to say it will use 3D rendering. Demo of a game... I would say virtua fighter based on the prior stuff you were working on.
Baggers said...
Well, I say joypad, cos that's what I call em [noparse]:D[/noparse], I use an old Sega Master System Control Stick.
edit: No worries [noparse]:D[/noparse]
JT, Not VF, as that needs to load frames in from SD, which I will do, just not yet. Very good call though [noparse]:)[/noparse]
It can run on a Demo Board, requires a joystick/joypad... Is that the only 'extra' required?
Sounds like it does not use the SD card. With 'fat pixel' I was almost going to guess Dragon's Lair/Space Ace, as back when the DeepFry player came out, OBC had 'ripped' I think Space Ace's intro in that format, and I remember a comment about making one of those games for real...
trodoss, I've already done a complete Dragon's Lair game [noparse]:)[/noparse] for Hybrid+PropGFX could probably fit it onto a single prop also [noparse]:D[/noparse]
Also, yes, it can run on a DemoBoard with Keyboard, ( so no need for joypad on that ) and it can run on ProtoBoard if you have added TV out to it [noparse]:D[/noparse]
I'm now just trying to do the auto play/attract mode still fitting into 32K for single prop version [noparse]:)[/noparse]
Just to let you guys know, Unfortunately, there's not going to be any audio in single prop mode, as memory is getting TIGHTER than an erm I best not put that saying, as it's rude lol.
Although I think the visuals will more than make up for the lack of sound [noparse]:)[/noparse]
BTW, original was a single player, so it's 1 player on this demo.
No OBC, their will be a few versions, a cutdown version that runs on one prop, and a full version that runs with second prop doing graphics, so first can handle code + audio etc
Ahaaa found it, I knew I wasn't going forgetful [noparse]:)[/noparse] I knew someone had done·a 3D maze type program for the prop.
VIRAND's Hydra Hedges [noparse];)[/noparse] I can't find the post it came from, but here's the attached file, I found with google. [noparse]:)[/noparse]
My guess is that you have done a 60fps mulitlayered vertical schmup [noparse];)[/noparse]
But a raycaster without textures or primitive textures is my second guess.
A raycaster is fairly simple to do... i once did one in about 50 rows of code in Amos Pro on my accelerated Amiga 1200.
Some good guesses there Ahle2 [noparse];)[/noparse]
How much memory did you're raycaster use?
Don't forget we only have 32KB for everything.
I'll give you all some clues.
The screen is a modified version of the 16 colour display, to do 256 colours ( well 8bit prop colours ) at 256 x 256 fat pixels X and Y, so 128 x 128 res, BUT the last 32 scanlines are 16 colour.
so it's 128x96 8bit ( 256 colour ) and 128x32 4bit ( 16 colour )
The bottom 32 pixels is used for a panel.
I'll also have to modify it so that it will fit into NTSC, as not everyone has access to a PAL display and 256 y pixels [noparse]:D[/noparse].
Comments
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Agreed. Total good fit for the Prop!
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We know that TV output is a resource other than the Prop itself that is required, and (possibly?) Mono sound.
Could this run on just the Propeller Demo Board, or would additional hardware be required?
[noparse][[/noparse]Edit: ] Maybe something more unusual...say a Wii Nunchuck?· -- Just a thought.
Post Edited (trodoss) : 10/9/2009 6:03:00 PM GMT
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Never mind. Thought I read joystick, when it was joypad. Oh well.
Could do some FM synth for the beats on a DDR game, or maybe spool 8 bit audio from SD?
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edit: No worries [noparse]:D[/noparse]
JT, Not VF, as that needs to load frames in from SD, which I will do, just not yet. Very good call though [noparse]:)[/noparse]
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Post Edited (Baggers) : 10/9/2009 6:44:35 PM GMT
It can run on a Demo Board, requires a joystick/joypad... Is that the only 'extra' required?
Sounds like it does not use the SD card. With 'fat pixel' I was almost going to guess Dragon's Lair/Space Ace, as back when the DeepFry player came out, OBC had 'ripped' I think Space Ace's intro in that format, and I remember a comment about making one of those games for real...
Also, yes, it can run on a DemoBoard with Keyboard, ( so no need for joypad on that ) and it can run on ProtoBoard if you have added TV out to it [noparse]:D[/noparse]
I'm now just trying to do the auto play/attract mode still fitting into 32K for single prop version [noparse]:)[/noparse]
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On a single prop, the background graphics and such are spartan. On two props (one being this nifty new product), it's bad ***, with sound.
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Although I think the visuals will more than make up for the lack of sound [noparse]:)[/noparse]
BTW, original was a single player, so it's 1 player on this demo.
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I'll take the relative silence on the fighter guess as "right idea but cold".
[noparse]:)[/noparse]
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The fun part is matching things up with propeller strengths -vs- the other MCUs.
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So the game/demo itself will run on one prop with sound output to a second.
OBC
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VIRAND's Hydra Hedges [noparse];)[/noparse] I can't find the post it came from, but here's the attached file, I found with google. [noparse]:)[/noparse]
http://forums.parallax.com/attachment.php?attachmentid=51461
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But a raycaster without textures or primitive textures is my second guess.
A raycaster is fairly simple to do... i once did one in about 50 rows of code in Amos Pro on my accelerated Amiga 1200.
How much memory did you're raycaster use?
Don't forget we only have 32KB for everything.
I'll give you all some clues.
The screen is a modified version of the 16 colour display, to do 256 colours ( well 8bit prop colours ) at 256 x 256 fat pixels X and Y, so 128 x 128 res, BUT the last 32 scanlines are 16 colour.
so it's 128x96 8bit ( 256 colour ) and 128x32 4bit ( 16 colour )
The bottom 32 pixels is used for a panel.
I'll also have to modify it so that it will fit into NTSC, as not everyone has access to a PAL display and 256 y pixels [noparse]:D[/noparse].
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http://www.propgfx.co.uk/forum/·home of the PropGFX Lite
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Call it...wishful thinking [noparse];)[/noparse]
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OBC
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