In the making: Arukanoido – an Arkanoid clone

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

Postby beamrider » Tue May 16, 2017 11:49 am

Awesome - looking good :D

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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Tue May 16, 2017 2:19 pm

* Hiscore doesn't get erased.
* 4x8 charset
* No more pre-shifted sprites – speeding them up isn't required even anymore.
* Caught ball is released when a bonus is hit.
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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Tue May 16, 2017 3:17 pm

Is there btw any resource where someone already figured out a couple of undocumented rules, like when exactly the ball is supposed to become to flipping fast?
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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Wed May 17, 2017 3:26 am

* Laser doesn't sometimes kill whole columns anymore.
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beamrider
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Re: In the making: Arukanoido – an Arkanoid clone

Postby beamrider » Wed May 17, 2017 4:05 am

I kinda liked that 'feature" ;)

Start up sound seems to have got cocked up on the last release playing half an explosion sound too...

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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Wed May 17, 2017 5:49 am

beamrider wrote:I kinda liked that 'featue" ;)

Start up sound seems to have got cocked up on the last release playing half an explosion sound too...

True. Can't get far with a joystick anymore. That sound issue is odd. Am cleaning things up a bit.

So… still missing:

* Bat enlargement m) Will mess up some collision detection once more and add 2(?) more sprites. Really hate this part.
* Caught ball's direction changing with horizontal position of the bat.
* Floating objects that distract the ball. Will add three double sprites. At that point not only the NTSC version will flicker more.
* Round intro animation. Hurt me plenty with a converted sequence of the original. :p
* Round 33… THAT one must be looking rather ugly when combined with sprites. Needs extra sprite code.
* Title screen like the original (black with logos and text).

Plus a myriad of bugs and details.
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Re: In the making: Arukanoido – an Arkanoid clone

Postby tokra » Wed May 17, 2017 5:55 am

The cyan-pipe-border has two bugs in them since a few builds. See two pipes from the bottom left and right.

Extra-lifes should be awarded at 20.000 and then every 60.000 if I understand the documentation online correct.

Laser still goes through gold-bricks while it shouldn't.

Waiting for the E-extra :-)

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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Wed May 17, 2017 6:33 am

Thanks! .oO( This will never make into less than +24K )

For you techies there's now also a version where you can see the CPU usage in the border. Only makes sense on PAL since the NTSC version also uses a 50Hz IRQ.

https://github.com/SvenMichaelKlose/arukanoido/blob/master/arukanoido-cpumon.prg?raw=true

* cyan: The IRQ playing the music and doing the controls.
* purple: Sprite updates
* red: Spare CPU time

EDIT: Lasers don't make it through golden bricks anymore.
EDIT: Vaus' colour does not clash with caught balls anymore.
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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Thu May 18, 2017 2:13 am

All bonuses are there. (Bonus E made it in.) Instead of the DOH you get a regular round 33 which was left in the original ROM.

Not perfect but good enough to play through all rounds with a joystick.
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tokra
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Re: In the making: Arukanoido – an Arkanoid clone

Postby tokra » Thu May 18, 2017 2:32 am

Very nice! I noticed with the latest build that the startup-music of each level and when missing a ball seems to be missing a note at the beginning.

Also see here for the areas where the pipe-outline has errors:
error.png
error.png (4.32 KiB) Viewed 89 times

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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Thu May 18, 2017 2:50 am

tokra wrote:Very nice! I noticed with the latest build that the startup-music of each level and when missing a ball seems to be missing a note at the beginning.

This is driving me nuts. :( No clue yet.

tokra wrote:Also see here for the areas where the pipe-outline has errors:

Thanks! Must be the 4x8 char rendering thingy. Will go away with the proper title screens when all that it being reviewed. :)

Will now also bring on a complete package with TAP and WAV files here: http://hugbox.org/pixel/external/denial/arukanoido.zip
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beamrider
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Re: In the making: Arukanoido – an Arkanoid clone

Postby beamrider » Thu May 18, 2017 4:07 am

Cool...!

One observation. The zeros look like 8s with the new font. Perhaps remove the pixels in the middle?

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Re: In the making: Arukanoido – an Arkanoid clone

Postby tokra » Thu May 18, 2017 4:15 am

I like the 4x8 font Mike uses best:

viewtopic.php?t=7560#p81381

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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Thu May 18, 2017 5:31 am

You two are absolutely right. AFAIR I even promised Mike to adapt his version. Well, I changed a couple of chars. (Will update the one in G when I see real text in there again.)

EDIT: Guess I'll get back to the round '0' (without dot in its centre) just for this game. I find them boxes irritating and not very reminiscent of the original.
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Re: In the making: Arukanoido – an Arkanoid clone

Postby mrr19121970 » Thu May 18, 2017 7:02 am

I just managed on level 03 to get the ball through the 1st level of bricks on the left hand side of the screen. ie. between the brick and the pipe. I guess there is a collision detection issue here ?


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