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Vcs: Freeway — Parallax Forums

Vcs: Freeway

potatoheadpotatohead Posts: 10,261
edited 2009-12-28 21:26 in Propeller 1
Ok, so I got seriously distracted with Baggers new toy!

I've attached the core build, with some GFX, motion, etc... and will update as finished game happens. This particular driver and tools are very productive. Made for a fun evening so far!

(Yes OBC, that's where the scroller for text driver went. I'll do it asap... Just had to have a bit of fun with this)

Use the remainder of the archive Baggers posted earlier. This spin file works with that, and serves as a good example of how to reconfigure the background graphics. Note the text mode at the top, instead of bottom.

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Post Edited (potatohead) : 10/18/2009 4:32:37 PM GMT

Comments

  • BaggersBaggers Posts: 3,019
    edited 2009-10-18 09:07
    potatohead, you forgot to include the dd1-sprset.chr

    jpg looks great though! [noparse];)[/noparse] can't wait to see it moving [noparse]:D[/noparse]

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  • potatoheadpotatohead Posts: 10,261
    edited 2009-10-18 16:29
    Smile!!

    And the .pal file -- it's needed too.

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  • BaggersBaggers Posts: 3,019
    edited 2009-10-18 16:33
    potatohead, looks fab [noparse]:)[/noparse]

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  • potatoheadpotatohead Posts: 10,261
    edited 2009-10-18 19:20
    [noparse]:)[/noparse]

    My Internet is totally borked up. So, I'm on and off, mostly off. Gonna have to buy a router. Anyway, doing movement and chicken animation and score. Will post up something people can interact with soon.

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  • trodosstrodoss Posts: 577
    edited 2009-10-19 02:52
    Looks like you are off to a great start!
    I wonder how difficult it would be to make River Raid with the driver. That was one of my 2600 favorites.
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2009-10-19 03:24
    Looks good!

    OBC

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  • potatoheadpotatohead Posts: 10,261
    edited 2009-10-19 06:42
    River Raid will require scrolling the background. One assembly loop to do that on command, with a buffer several screens high, and the rest is there. That game won't consume all that many sprites at a time either. The background is basically a list of longs that hold the 2 color pixel data, and color per line and display mode data, formed in a nice "display list", which we've just not had on Propeller yet. (cool Baggars) It sure looks to me like there is a lot of room to buffer that for River Raid. It's an excellent title!

    It's kind of surprising how many sprites Freeway eats up! It's a simple game too! I think it was 2K of ROM. Maybe 4K. Duplicating what it got done with 128 bytes of system memory (yeah, that's it), and a 1.something mhz 6502 is kind of intriguing to me. It's tough to even think "Propeller" without seriously using up too much of that 128 bytes! A while back, I wrote a game called Ooze! in Batari Basic. That's an amazing effort where basic language statements are compiled down to 6502 code that runs on a real VCS. (people said that was impossible, or impractical) Anyway, in that game, I ended up using every last "bit" in both the literal and figurative senses of the word. Each feature from then on was a stark trade-off exercise that I found challenging and enlightening. When it was done, the machine was just full. No other way to put it. Total assembly code size for that was 4K.

    The machine may be old, and simple looking, but it turned out quite capable. The VCS had 2 sprite objects, and two little "missile" sprite objects per line to work with. There is a "ball" which can be placed on the scan somewhere, and the background, duplicated in the driver here.

    All displays on that machine are dynamically drawn, one scan at a time, with game logic happening in the blanking period between frames. While the frame is being displayed, a game "kernel" managed the screen display all the way down, positioning everything according to data given to it during the blank. Having watched these kernels be written, I'm consistently stunned at what people have made that machine do, and those efforts are the majority of the game!

    Truth is, on the Propeller, with a driver like this, we've got it extremely easy! It's not really necessary to think of things at the kernel level with this nice play thing. Just define sprites, then put them in motion.

    So, I'm gonna do a game or two on it, because we just need some games. Those are part of the crack that gets new folks hooked, right?

    Right. [noparse]:)[/noparse]

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  • BaggersBaggers Posts: 3,019
    edited 2009-10-19 07:11
    well put potatohead, yes, the VCS is a gem of a machine in it's day, yes, it may not have had the ram, or even rom space for anything mega fancy, but they managed to make some great games on it, that make them still want to be played even today, many many years on! [noparse];)[/noparse]

    and yes, games are "part of the crack that gets new folks hooked"

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  • potatoheadpotatohead Posts: 10,261
    edited 2009-10-19 07:20
    I'm off to bed. Morning Baggers [noparse]:)[/noparse]

    Somebody here said "Geek Crack" in reference to the Propeller. That is an apt term, and so it has stuck with me. Sorry for the potentially ugly imagery. I mean it in the very best of ways.

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  • BaggersBaggers Posts: 3,019
    edited 2009-10-19 07:22
    lol, g'night potatohead [noparse]:)[/noparse]

    No worries about the imagery, it's usually termed as one of two things either "Geek Crack" as you say, or "Geek Porn" ;D

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  • BaggersBaggers Posts: 3,019
    edited 2009-10-19 07:22
    or is that an uncased VCS? lol

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  • potatoheadpotatohead Posts: 10,261
    edited 2009-10-19 07:25
    OMFG!!

    Deffo bed time.

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  • BaggersBaggers Posts: 3,019
    edited 2009-10-19 07:29
    lol nn [noparse]:)[/noparse]

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  • potatoheadpotatohead Posts: 10,261
    edited 2009-10-25 09:28
    A small update attached.

    Struggling with forum and file names again. I don't know all the rules yet, clearly. Remove the .safe to run it.

    Chickens move, score updates.

    More soon. I caught a very nasty bug this week. That's a double whammy for me. Ugh.

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    Post Edited (potatohead) : 10/25/2009 9:33:46 AM GMT
  • BaggersBaggers Posts: 3,019
    edited 2009-10-25 09:29
    attached to where?

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  • potatoheadpotatohead Posts: 10,261
    edited 2009-10-25 09:33
    I post first then attach. Look again. Dang! I'm up late [noparse]:)[/noparse] Happens because I always seem to bonk on the reply button, and that doesn't allow attachments, I remember, then just go off and hit edit to add them.

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    Post Edited (potatohead) : 10/25/2009 9:44:42 AM GMT
    720 x 540 - 144K
  • BaggersBaggers Posts: 3,019
    edited 2009-10-25 09:47
    thx potatohead [noparse]:)[/noparse] looks great!

    Baggers.

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  • potatoheadpotatohead Posts: 10,261
    edited 2009-12-28 05:23
    A small update showing the various car types. I'm needing to mess with the art a bit as it didn't appear on screen like I thought it would.

    Other files are the same. Sprite notes and such added.

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  • BaggersBaggers Posts: 3,019
    edited 2009-12-28 10:58
    did you need to add the graphics data files? or do we use the old ones?

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  • potatoheadpotatohead Posts: 10,261
    edited 2009-12-28 21:26
    It's the old ones, and I'm gonna be posting little bits of progress here. If there is a file change, I'll just attach it. Finally cleared away the log jam! The bigger cars are UGLY. Gonna update GFX, but for now, the game needs to just run and play. Then pretty it up.

    Got states sorted too. Man, I had a ton of time just being stupid.

    Now I see it. The loop runs every frame. Put if statements that respond to the states, and then just do hand-offs. Right now, I'm organizing to get everything that needs to always run doing that, then build out the states.

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    Post Edited (potatohead) : 12/28/2009 9:31:07 PM GMT
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