Very nice, Karl. After seeing Baggers show off his various games at Eindhoven last weekend I have new appreciation for this kind of application.
Please tell me, briefly, does the 2600 driver allow fairly high-level access for game development? Or, are you down into the guts to produce the Adventure clone?
Ken, basically the 2600 driver, is just a display driver that allows you to display the old atari 2600 style images on the Prop, with the addition of a few more sprites than the atari. the display is very low horizontal res, only 40 pixels, but due to this, the full screen display takes 8 bytes per scanline, so for a 192 scanline image it's 1.5KB for the image, leaving plenty for your sprite images, and your code, but the guts of the adventure clone will be down to Karl. [noparse]:D[/noparse]
Oh just a few! Like 2 single color sprites, vs 70+ 16 color ones!
Ken, the guts are where somebody will arrive rather quickly with this driver. The number of things one can do graphically are limited enough to help somebody zero right in on the game. Also, the little utility for creating data makes life really easy. Building graphics old school, like graph paper, or screen grabs, and typing DAT lines is laborious. IMHO, Baggers showing something about these techniques is a nice gift.
I was able to assemble all the game elements for FREEWAY, get them moving and take user input in a very short time, with few screen worries.
Now that I've caught up some from work, it's guts time.
Also IMHO, a few finished games, where people can see how that comes together, will probably yield some cut 'n paste kinds of code that will help.
For me personally, I am finding that sorting the order of things for even a simple game is challenging in a way that the simple loops and timing are not. Bizzare really. 80 column text was just a series of steps, but sorting out what needs to happen to bring the FREEWAY game to life has taken a hint or two, and a few long thinking sessions on the commute home.
If only there were some way to program the prop on the drive.... I know, accident city, but still one has to wonder whether or not that's possible. [noparse]:)[/noparse]
One thing that appeals to me is the texture of many VCS (2600) games. The design of the machine long ago more or less mandated the games be frame locked, in sync with the display. The reason for this was the machine having no graphics buffer to speak of. Programmers literally chase the beam all the way down the screen, every frame, doing logic during the blanking period. The way this driver is organized, the beam chasing is done, graphics prep is streamlined, leaving game guts, I/O, and collisions.
There is a VBLANK period defined where you can put some code, and have things move in multiples of the TV frame. Cool beans.
Karl, I'm looking forward to this one. ADVENTURE is a classic. Long ago when my family got a VCS, we had BREAKOUT, some silly and terrible golf game, NIGHT DRIVER (another really fun one), and a few others.
A friend had ADVENTURE. Sat down for the first time and was hooked. I still will play this, from time to time.
Well with the little time I have, this turned out to be a bigger project than I thought it would be.
It still need work however, but some things work
The kingdom·is set to·level 2 right now
The Magnet works
The Bridge works
The Keys·can open the castle gates, but·doesn't close the gates
The bat kind of works
I need to code the dragon's movement and action's
I need to add sound
I need to end the game when the challise enters the gold castle, but I really need sound for that
I need to add level 3, and others
Comments
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http://www.propgfx.co.uk/forum/·home of the PropGFX Lite
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Please tell me, briefly, does the 2600 driver allow fairly high-level access for game development? Or, are you down into the guts to produce the Adventure clone?
Ken Gracey
Parallax Inc.
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http://www.propgfx.co.uk/forum/·home of the PropGFX Lite
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Ken, the guts are where somebody will arrive rather quickly with this driver. The number of things one can do graphically are limited enough to help somebody zero right in on the game. Also, the little utility for creating data makes life really easy. Building graphics old school, like graph paper, or screen grabs, and typing DAT lines is laborious. IMHO, Baggers showing something about these techniques is a nice gift.
I was able to assemble all the game elements for FREEWAY, get them moving and take user input in a very short time, with few screen worries.
Now that I've caught up some from work, it's guts time.
Also IMHO, a few finished games, where people can see how that comes together, will probably yield some cut 'n paste kinds of code that will help.
For me personally, I am finding that sorting the order of things for even a simple game is challenging in a way that the simple loops and timing are not. Bizzare really. 80 column text was just a series of steps, but sorting out what needs to happen to bring the FREEWAY game to life has taken a hint or two, and a few long thinking sessions on the commute home.
If only there were some way to program the prop on the drive.... I know, accident city, but still one has to wonder whether or not that's possible. [noparse]:)[/noparse]
One thing that appeals to me is the texture of many VCS (2600) games. The design of the machine long ago more or less mandated the games be frame locked, in sync with the display. The reason for this was the machine having no graphics buffer to speak of. Programmers literally chase the beam all the way down the screen, every frame, doing logic during the blanking period. The way this driver is organized, the beam chasing is done, graphics prep is streamlined, leaving game guts, I/O, and collisions.
There is a VBLANK period defined where you can put some code, and have things move in multiples of the TV frame. Cool beans.
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Propeller Wiki: Share the coolness!
Chat in real time with other Propellerheads on IRC #propeller @ freenode.net
Safety Tip: Life is as good as YOU think it is!
A friend had ADVENTURE. Sat down for the first time and was hooked. I still will play this, from time to time.
Maybe someday new screens can be made...
Anyway, good pick!
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Propeller Wiki: Share the coolness!
Chat in real time with other Propellerheads on IRC #propeller @ freenode.net
Safety Tip: Life is as good as YOU think it is!
It still need work however, but some things work
The kingdom·is set to·level 2 right now
The Magnet works
The Bridge works
The Keys·can open the castle gates, but·doesn't close the gates
The bat kind of works
I need to code the dragon's movement and action's
I need to add sound
I need to end the game when the challise enters the gold castle, but I really need sound for that
I need to add level 3, and others