29 October 2020, 13:37 | #21 |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,895
|
Wasn't sure about this but have moved on anyway. Just sorting Types...
|
29 October 2020, 15:37 | #22 |
Registered User
Join Date: Apr 2018
Location: UK
Posts: 490
|
The arcade just moves the player and 1 invader per frame, that's why it ripples & speeds up as you shoot them.
You should copy that behaviour for speed and accuracy. |
29 October 2020, 16:54 | #23 |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,895
|
|
29 October 2020, 23:12 | #24 |
Registered User
Join Date: Feb 2016
Location: Birmingham
Age: 60
Posts: 107
|
Thanks Havie.
It moves nicely. Would it be possible for you to load the BB file to the Zone? I'm keen to see how you have managed this. this is just what I need to understand how BB works. Superb effort! Like the computer archeology link too! |
30 October 2020, 12:44 | #25 | |
Registered User
Join Date: Apr 2018
Location: UK
Posts: 490
|
Quote:
The arcade was 2 colours with strips of coloured plastic on the screen, the idea of 'emulating' the strips of plastic with a palette change as you draw down the screen would be really cool because it would also emulate the clash the arcade suffered from. |
|
01 November 2020, 22:49 | #26 | |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,895
|
Quote:
http://eab.abime.net/zone/invaders0.1 I hope this helps! |
|
01 November 2020, 22:51 | #27 | |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,895
|
Quote:
Once I sort out the movement code to my satisfaction, I will change the sprites to bobs and try to get this working with the Rainbow command. |
|
01 November 2020, 22:53 | #28 |
Registered User
Join Date: Feb 2016
Location: Birmingham
Age: 60
Posts: 107
|
Keep up the good work Havie.
|
13 November 2020, 23:16 | #29 |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,895
|
Quick update as haven't had too much time to work on this.
Have got rid of sprites and everything is now drawn on a four colour screen using blits. I have faked the overlay using DisplayRGB commands and this works really well - hence the need to get rid of the sprites (thanks to Daedalus for his help). Had to change the collision detection (as no longer using sprites) but this was reasonably simple and also used Point command to check if you have hit one of the shields. Invaders now also blow up. Still struggling with invader movement - left and right is fine - but I have obviously got something wrong with my logic for going down as it sort of works but then gets in a right old muddle! Will hopefully puzzle this out tomorrow. Once I have sorted the movement out, I'll post up latest WIP. |
13 November 2020, 23:20 | #30 |
Registered User
Join Date: Feb 2016
Location: Birmingham
Age: 60
Posts: 107
|
Thanks for the up date. Sounds like you are making good progress. I'm looking forward to the WIP!
|
14 November 2020, 01:53 | #31 |
Banana
Join Date: Jul 2016
Location: Darmstadt
Posts: 1,215
|
scrolling - you could use the hardware scroll for 16 pixels, then reset to 0 offset and use BlockScroll to shift everything down 16 pixels in one go. It's fast but only works on whole 16 px chunks. But a combination of that plus bit plane scrolling should be a nice compromise between a massive bitmap and lots of blitting
|
14 November 2020, 09:26 | #32 | |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,895
|
Quote:
Couple with on 2 bitplanes I think this should be plenty fast enough? |
|
14 November 2020, 11:04 | #33 |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,895
|
I should add - it's my dodgy code/logic that's the problem with invader's movement not Blitz!
|
15 November 2020, 21:03 | #34 |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,895
|
Finally sorted out the movement code - all to do with the 1st invader and the last invader!
Here is a second test adf - let me know if it works ok. Keys are joystick or zx and shift. Add a few sounds to make it a bit more interesting. http://eab.abime.net/zone/test.adf Last edited by Havie; 15 November 2020 at 22:12. Reason: Didn't have BB file in in adf so re:upoladed and changed link. |
17 November 2020, 00:24 | #35 |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,895
|
Done a bit more on this:
Added scoring. Added lives and made screen look even more like arcade. If all Invaders shot then you get a new wave. If Invaders land then game restarts. http://eab.abime.net/zone/test.adf BB Code included - needs more comments! To do: Invaders shoot back UFO Player 2? High Score Intro Screen? Does seem to like A500 though - think it may be how my adf works? |
17 November 2020, 15:20 | #36 |
Registered User
Join Date: Feb 2016
Location: Birmingham
Age: 60
Posts: 107
|
This is really cool. Thanks for including the BB code, it's going to help me understand how the code works. A really good insight. Thanks for providing the comments in the code as well. You've set yourself some real challenges here, and you are meeting them brilliantly. I love the sound of the shots, and the movement of the Invaders is perfect.
|
17 November 2020, 15:57 | #37 |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,895
|
Thanks - I only intended to see show it worked but now am committed to completing the game. Won't be an exact copy as I haven't looked at the same resolution as this would take it over NTSC but will try and make it as similar as possible!
Will keep commenting in code and on thread so hopefully this will help understanding of my thinking - I am definitely not the world's best coder though so I expect others will have better insights. |
17 November 2020, 23:26 | #38 |
Registered User
Join Date: Feb 2016
Location: Birmingham
Age: 60
Posts: 107
|
Thanks, it will be fascinating to see the code evolve.
|
18 November 2020, 12:15 | #39 |
Registered User
Join Date: Apr 2018
Location: UK
Posts: 490
|
I wonder how the arcade does the collision detection, I doubt it's testing every invader every frame. I'm thinking it perhaps waits until the bullet collides with a 1 in the video ram and then works out what's closest.
You could even throw in a little lookup table to make that even faster. It has loads of speed advantages, if the bullet is above the invaders then it has to have hit the UFO, below then it has to have hit the bases etc. it removes loads of checks. The arcade uses an 8080 chip so I'd assume they did some interesting optimization. Last edited by rothers; 18 November 2020 at 12:21. |
18 November 2020, 13:30 | #40 |
Banana
Join Date: Jul 2016
Location: Darmstadt
Posts: 1,215
|
Are your shots sprites? You can use the hardware sprite/bob collision to identify whether there's been a hit - you know the location of the sprite at that point so look around to see what's near it. You don't need to test against every alien/base.
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
A500 Space Invaders MB revision | rossb | support.Hardware | 20 | 22 October 2019 20:45 |
SPACE INVADERS samples? | volvo_0ne | request.Modules | 5 | 28 February 2018 22:16 |
Pit Fighter / Super Space Invaders! | stainy | HOL data problems | 4 | 23 May 2008 08:45 |
[Found: Mr Wobbly Leg Versus The Invaders From Space] Space-Invaders game? | Dindel | Looking for a game name ? | 5 | 06 March 2008 10:05 |
Super Space Invaders (WHDLOAD) | Retro1234 | request.Old Rare Games | 3 | 30 October 2006 20:12 |
|
|