In the making: Arukanoido – an Arkanoid clone

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eslapion
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Re: In the making: Arukanoido – an Arkanoid clone

Postby eslapion » Sat Aug 05, 2017 9:52 am

Ola H wrote:... Almost all of my old Vic and C64 tapes still work fine. ...

From the hundreds of tapes I have which use the standard Commodore (unaccelerated) tape protocol, only one or two of my old VIC and C64 tapes have become unreadable.
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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Sun Aug 06, 2017 5:20 am

Image
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beamrider
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Re: In the making: Arukanoido – an Arkanoid clone

Postby beamrider » Sun Aug 06, 2017 9:00 am

awesome!

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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Sun Aug 06, 2017 10:59 am

beamrider wrote:awesome!

Screenshot of arcade on MAME -> gimp -> VIC-SDD -> asm export :D
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Re: In the making: Arukanoido – an Arkanoid clone

Postby Mayhem » Mon Aug 07, 2017 1:58 am

*hums intro music* ;)
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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Tue Aug 08, 2017 9:55 pm

In the title screen keys H, J, K and L move the display area. :)
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Re: In the making: Arukanoido – an Arkanoid clone

Postby beamrider » Wed Aug 09, 2017 3:11 am

Why not stick to the cursor keys convention like all the commodore cartridges and Tank Battalion ;) ?

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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Wed Aug 09, 2017 4:42 am

beamrider wrote:Why not stick to the cursor keys convention like all the commodore cartridges and Tank Battalion ;) ?

Just carrying on the Unix tradition. ;) Saves me shift key detection.
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Re: In the making: Arukanoido – an Arkanoid clone

Postby tokra » Fri Aug 11, 2017 5:23 pm

I think the original Commodore-carts only allowed to move right and down with the cursor-keys, just flipping over to leftmost/top-position after a sensible number of moves. HJKL is probably something no one would ever guess without looking at the manual, but they might try using the cursor-keys as with the Commodore-carts.

Oh and what is "VIC-SDD -> asm-export" which you used to convert the MAME-screenshot?

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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Sat Aug 12, 2017 5:47 am

tokra wrote:I think the original Commodore-carts only allowed to move right and down with the cursor-keys, just flipping over to leftmost/top-position after a sensible number of moves. HJKL is probably something no one would ever guess without looking at the manual, but they might try using the cursor-keys as with the Commodore-carts.

All in all I think HJKL is much more comfortable to use instead of WASD. Should be configurable anyway. :)

tokra wrote:Oh and what is "VIC-SDD -> asm-export" which you used to convert the MAME-screenshot?

beamrider's VIC screen designer did the job. Cleared the charset, selected the right colours and an area on the screen, laid them out as columns, then went into "edit as bitmap", selected all of the selection, picked the screen shot and pasted it into the charset without dithering. Then I did a regular export and slapped the new charset data into the game. Very nice.
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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Mon Aug 14, 2017 3:01 am

Now one can pause the game by pressing 'P'. 'N' will make it jump to the next level. :)

Still, nothing has been optimised, so you can safely assume that things will get smoother. :D

When the hardware check shows up, Arukanoido actually scans memory for add-ons. (There'll be one for the Ultimem expansion at least.)
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Re: In the making: Arukanoido – an Arkanoid clone

Postby beamrider » Mon Aug 14, 2017 3:12 am

Why allow cheats takes away the challenge..?

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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Mon Aug 14, 2017 3:40 am

beamrider wrote:Why allow cheats takes away the challenge..?

tokra would crack the secret pass phrase anyway. ;) Well, there'll be add-on #2 (level selection) then. :D
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Re: In the making: Arukanoido – an Arkanoid clone

Postby polluks » Mon Aug 14, 2017 4:57 am

pixel wrote:When the hardware check shows up, Arukanoido actually scans memory for add-ons. (There'll be one for the Ultimem expansion at least.)

Power20 hangs at 08
>36BC: 36 00 6F 02 FB nv-BdIZc LDA 9111
>36BF: 34 6F 6F 02 FB nv-BdIzc AND #10
>36C1: 36 00 6F 02 FB nv-BdIZc BEQ 36BC

>VIA1 Zustand (Versatile Interface Adapter $9110-$911F)
> PortB Daten: $00 (%00000000)
> PortB Richtg.: $00 (%00000000)
>
> PortA Daten: $6F (%01101111)
> PortA Richtg.: $80 (%10000000)
>
> Timer1: An (Systemtakt (ø2), Automat. Neustart)
> Zählerstand: $A520 - Startwert: $FFFF
>
> Timer2: An (PB6 Impuls, Stop bei Erreichen von Null)
> Zählerstand: $8826 - Startwert: $--00
>
> Aux. Control Reg: $40 (%01000000)
> Periph. Cntr. Reg: $FE (%11111110)
>
> Serielle Daten: $00
> Serieller Modus: Eingabe - Leerlauf
>
> Zugelassene Interr.: Keine
> Anstehende Interr.: Timer2 - Timer1
VC20 [WGA103574] + UltiMem

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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Mon Aug 14, 2017 8:20 am

polluks wrote:
pixel wrote:When the hardware check shows up, Arukanoido actually scans memory for add-ons. (There'll be one for the Ultimem expansion at least.)

Power20 hangs at 08

Oh. I'm sorry about that. Looks like a bug in power20. Please let the developer of power20 know about it.

IMHO VICE is the emulator of choice – also on Mac. :)
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