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 »

Am using the same, freshly built version on Linux. But it's fine here. :(
tokra wrote:I've dug into the code a little and see you made this change in player.s:

Code: Select all

 ; zero page usage
-zp =  $FD
-zp2 = $FE
+zp =  $AA
+zp2 = $B4
However there is a still ONE line sta zp+1 in the code, which before would have set $FE and now sets $AB. Maybe this is the issue,
That's fine. Everything from $a8-$ff has been reserved for the player.
tokra wrote: Just checked against C64 Arkanoid. The ball just sticks, but the angle is the one the ball would usually take if it did not stick.
Will put it back in if it's on the arcade version. 8)

Found a typical case of German over-engineering (Now for those expensive repairs.): The original treats the balls as single pixels. m(
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tokra
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Re: In the making: Arukanoido – an Arkanoid clone

Post by tokra »

pixel wrote:Am using the same, freshly built version on Linux. But it's fine here. :(
It really doesn't have to do with VICE, as said it worked fine in your commit from a week ago! I checked with the VICE-monitor to confirm it never reaches the part that sets the volume. So it must have been something you changed in the code. Can you provide all binaries for the last commits since last week to better determine what change caused the issue?

I see that the pointer in $aa/$ab points to the wrong place when the game starts and only catches up after about 10 seconds or when the ball is lost.
pixel wrote:
tokra wrote: Just checked against C64 Arkanoid. The ball just sticks, but the angle is the one the ball would usually take if it did not stick.
Will put it back in if it's on the arcade version. 8)
Check here: https://www.youtube.com/watch?v=Th-Z6QQ5AOQ#t=285
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Re: In the making: Arukanoido – an Arkanoid clone

Post by beamrider »

Just checked out the latest version from GitHub on real hardware. Really looking great now, and very addictive - I can get to level 3 with a joystick. I must source me some paddles for this game.

A few (minor) observations:-
- not sure why you play that sound (bonus life) when the game starts before you show the tile screen? Perhaps the sound player memory location isn't set to zero? Not sure it adds anything to the experience (if it isn't a bug).
- the delay is a little long after the intro tune whilst showing the title screen before the game screen shows - makes you think it's crashed
- the hi-score music should only be played if you get a high-score
- on the arcade version I couldn't get the ball to go pure vertical like I can on your version?
- when you catch the ball, on the arcade you only have a couple of seconds before it automatically launches
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

Quick answer on the phone right after having survived a car accident: I love you, too! :D

The game play will be much better with that original collision detection.

The initial sound was only a test but it's nice to get a signal about the tape having finished loading which you can easily notice whilst sitting in the kitchen and actually being occupied by wholly different things. Stove... Bong... You name it.

That terrible delay is in your track. We wait until the last note or pause ended.

Will do the hiscore tune on time when the title screens are set up. Didn't want anyone to miss out on them.

Concerning that accident I am all well and unscathed and the cops said that "That man's got balls." which most likely translates to "not pressing charges for stupid crap" I guess. ;)
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Re: In the making: Arukanoido – an Arkanoid clone

Post by beamrider »

Glad to hear you came out of the accident unscathed :D

I've removed the delay and messaged you...
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Re: In the making: Arukanoido – an Arkanoid clone

Post by beamrider »

..just ordered some Vic-20 paddles (and some switch cleaner :wink: )
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Re: In the making: Arukanoido – an Arkanoid clone

Post by booyaa »

I might have missed something. Am trying this in WinVice 2.4 16k. Doesn't seem to like me.
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Re: In the making: Arukanoido – an Arkanoid clone

Post by beamrider »

Change it to 24K
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Re: In the making: Arukanoido – an Arkanoid clone

Post by akator »

This is very impressive and fun.

I understand the desire and challenge to make it as arcade perfect as possible, but I like the minor differences from the arcade version. That gives it character :)
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

akator wrote:I understand the desire and challenge to make it as arcade perfect as possible, but I like the minor differences from the arcade version. That gives it character :)
Using the arcade version as a reference is to avoid challenges really. They "only" had a Z80-CPU, so whatever simple rules they found out back then also make sense when trying to knock it out of the VIC. Besides Arkanoid was almost in the rock charts. Why mess around with that? :D
It's not that I'll be watching longplays in slow motion with a ruler slapped onto the monitor. Yet. ;)

News:

* Balls are now pixels when it comes to collision detection with anything else but the Vaus.
* No boring vertical tennis anymore.
* Beamrider's sound updates
* Data areas cleaned up better so maybe we got rid of those heisenbugs.

VICE's paddle emulation is highly frustrating for reasons that don't seem to be obvious. :(
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

Am totally aware that there're still bugs in the new collision detection. But I hope you get the picture. The joystick really doesn't do it anymoire.
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Re: In the making: Arukanoido – an Arkanoid clone

Post by hasseapa »

I always found Breakout boring and Arkanoid a bit less boring, but this looks and sounds so good that I will nevertheless be eagerly awaiting its release. I wouldn't change a pixel :)

I encountered one bug (that may be collision detection related). The ball disappeared out of the playing field as I hit it with the right edge of the bat at the right edge of the playing field. The ball continued to bounce around according to the sounds, but was not visible.
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

:D

There must be some corner cases with the new collision detection. Will take a break for a day or two and go about it with a fresher mind.
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Re: In the making: Arukanoido – an Arkanoid clone

Post by tokra »

Latest bug report:

- ingame-audio starts a little quicker now, but still about 5 seconds of silence (no effects) after game-start
- C-extra still has the ball always going in the same direction. This makes it impossible to solve a level if the last piece is in a place you cannot reach
- collision detection needs a little love. Just look at the attached Vice-Snapshot :-) (unpack and then in VICE: Snapshot-Load snapshot image)
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arukanoidohang.zip
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

tokra wrote:Latest bug report:
- ingame-audio starts a little quicker now, but still about 5 seconds of silence (no effects) after game-start
- C-extra still has the ball always going in the same direction. This makes it impossible to solve a level if the last piece is in a place you cannot reach
- collision detection needs a little love. Just look at the attached Vice-Snapshot :-) (unpack and then in VICE: Snapshot-Load snapshot image)
The main problem is that I… I… ran out of NZT again *shiver*. I've put the VICE monitor file into the repository, too, just in case somebody still got a stash. ;) The C thing I'll probably solve till tomorrow evening, though. The collision thing needs a rest and beamrider is already onto the sound problem.

I must admit that this thing is getting kind of addictive. What hasseapa said about Breakout and Arkanoid goes for me as well. Am getting the hang of it now. Wish I had paddles right away already.
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