In the making: Arukanoido – an Arkanoid clone

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

Post by pixel »

How about something to laugh about (sloccount)?:

Code: Select all

SLOC	Directory	SLOC-by-Language (Sorted)
2525    src_top_dir     asm=2525
507     top_dir         lisp=506,sh=1

Totals grouped by language (dominant language first):
asm:           2525 (83.28%)
lisp:           506 (16.69%)
sh:               1 (0.03%)

Total Physical Source Lines of Code (SLOC)                = 3,032
Development Effort Estimate, Person-Years (Person-Months) = 0.64 (7.69)
 (Basic COCOMO model, Person-Months = 2.4 * (KSLOC**1.05))
Schedule Estimate, Years (Months)                         = 0.45 (5.43)
 (Basic COCOMO model, Months = 2.5 * (person-months**0.38))
Estimated Average Number of Developers (Effort/Schedule)  = 1.42
Total Estimated Cost to Develop                           = $ 86,588
 (average salary = $56,286/year, overhead = 2.40).
Still, he only valid measure of software quality is WTFs/min. :lol:
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beamrider
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Re: In the making: Arukanoido – an Arkanoid clone

Post by beamrider »

You might be interested in this. I added image import to the Vic20SCD and tried out Arknoid. It came out a bit scratchy and needs some work...

Image

The direct link is below (give it a while to load)....

http://www.fox-ts.co.uk/vic20sdd/Vic20S ... t%3Fdl%3D0
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

beamrider wrote:You might be interested in this.
You bet! *greedy grab!* That's so cool! Have waiting for something like that since the Pulse tape release started to do my head in. :mrgreen:

A million thanks for this awesome contribution! What a relief!

But… a split second after you posted the update I tried to get darkatx' splash screen in. It worked. Then I changed the colors and tried again – and it didn't do any import at all anymore. :( Perhaps that's just because my Internet sucks blood out of stones at the moment. Will try again with something fast in an hour or two.

Anyway, you should see that huge grin in my face… :D
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beamrider
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Re: In the making: Arukanoido – an Arkanoid clone

Post by beamrider »

Maybe you didn't read the notes :wink:

It's a bit of an experimental feature and the import sometimes doesn't work on the second attempt. Just refresh the browser and try again...

I'll look into it when I have less on my plate...
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Re: In the making: Arukanoido – an Arkanoid clone

Post by tokra »

I just played around a little with one of Mike's (unreleased) converters for Minigrafik. This is the result of a careful conversion of the C64 title screen. No hand-pixeling was applied, this is straight from the converter. You could use Minipaint for fine-tuning.
ark-title.png
And here's the Minigrafik-image itself (zipped .prg) - as always load with ,8 and run only, not ,8,1
ark-title.zip
(2.31 KiB) Downloaded 81 times
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beamrider
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Re: In the making: Arukanoido – an Arkanoid clone

Post by beamrider »

Very nice, the image below is the best my 'stock' importer comes up with.

Out of interest I loaded your .prg file into my editor to inspect it (using the MINIPAINT import that Mike requested) and noticed some parts of the bitmap are multicolor, (and some aren't) and also that the character color is set differently for different required colors. Presumably you have a commodore specific algorithm for this?

I particularly like how having the top of the Arknoid characters in "hi-res" fools the brain, so that you don't much notice that the blockiness of the lower half, compared to a 'stock' conversion. Also around the engines, where you need the higher res to reveal the details.

Is this out-of-the box output or did you have to optimize it for this particluar image? If it works out where to apply MC/monochrome and alters the char colors itself, that's impressive.



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

Post by pixel »

Wow! I'm baffled. But how about the copyright issues? Taito is still out there. I hope I have enough diplomacy in me to get a permit… when I woke up. Must be dreaming all this. :o
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Re: In the making: Arukanoido – an Arkanoid clone

Post by Boray »

You could make a tape version that shows this loading picture while it plays the original soundtrack with your tape sampler! :lol:
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

Boray wrote:You could make a tape version that shows this loading picture while it plays the original soundtrack with your tape sampler! :lol:
Good idea. The unfinished Pulse tape release uses the player and jumps right into the game when you hit fire. Unfortunately, Lukas, who did a couple of notes, sold his computer to take a sabbatical. :( *poke* :) With a nice tune, a finished splash screen and some tiny adaption to the game play that thing could finally make it out the door.
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

Your contributions have been added to the repository. The level data is now packed to make space for all the bitmaps. And the README has been updated thoroughly. Thank you for making this a Denial project! Am enjoying this very, very much. :D
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Re: In the making: Arukanoido – an Arkanoid clone

Post by beamrider »

pixel wrote:Wow! I'm baffled. But how about the copyright issues?
So long as you don't try to sell it, I doubt you'll crop up on their radar.
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Re: In the making: Arukanoido – an Arkanoid clone

Post by Misfit »

beamrider wrote:
pixel wrote:Wow! I'm baffled. But how about the copyright issues?
So long as you don't try to sell it, I doubt you'll crop up on their radar.
Do you remember Amiga homebrew Smurf game?
http://eab.abime.net/showthread.php?t=76750
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

Misfit wrote:
beamrider wrote:
pixel wrote:Wow! I'm baffled. But how about the copyright issues?
So long as you don't try to sell it, I doubt you'll crop up on their radar.
Do you remember Amiga homebrew Smurf game?
http://eab.abime.net/showthread.php?t=76750
Holy Moly!

Well, yeah, I also remember the last time I published something I thought no–one was interested in. It got me reviews in a bunch of magazines, a couple of interviews and lots of scared friends. :/
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Re: In the making: Arukanoido – an Arkanoid clone

Post by joshuadenmark »

We will crowd fund any fee, just bring it on 8)
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Re: In the making: Arukanoido – an Arkanoid clone

Post by tokra »

beamrider wrote:Out of interest I loaded your .prg file into my editor to inspect it (using the MINIPAINT import that Mike requested) and noticed some parts of the bitmap are multicolor, (and some aren't) and also that the character color is set differently for different required colors. Presumably you have a commodore specific algorithm for this?

I particularly like how having the top of the Arknoid characters in "hi-res" fools the brain, so that you don't much notice that the blockiness of the lower half, compared to a 'stock' conversion. Also around the engines, where you need the higher res to reveal the details.

Is this out-of-the box output or did you have to optimize it for this particluar image? If it works out where to apply MC/monochrome and alters the char colors itself, that's impressive.
Yes, it's really impressive :D Mike could probably explain in more detail how this works. In short: The algorithm tries all 2048 combinations of background/border/auxiliary-color (16x8x16) and for each combination tries to optimize each of the 240 char-colors (including multicolor). So that's some 8 million calculations right there. Conversion on my 2008 PC takes about a minute.

I would suggest however that the picture is modified to include the new name of the game and clean the rough edges. As it is I would not suggest to use it for the game, not only because of the obvious copyright-reasons.
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