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Re: In the making: Arukanoido – an Arkanoid clone

Posted: Sat May 13, 2017 5:10 am
by pixel
Looks like the balls are flying right now without getting stuck or going strange directions.

In the end it wasn't that complicated. :twisted:

The "round 3" test passed.

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Sat May 13, 2017 6:25 am
by tokra
Ok, gave it another test run, and I got closer to the sound-effects-missing-issue in Vice:

- If I set Autostart setting - PRG autostart mode to "Disk image" everything works as expected
- If I set Autostart setting - PRG autostart mode to "Virtual FS" effects sound are missing for at least 10 seconds and the game even hangs after a while

For fun I tried renaming arukanoido.prg to a.prg and to my surprise everything worked fine then even with "Virtual FS". Things seemed to get worse the longer the filename was. So it seems that some locations in memory are set differently depending on filename-lenghts. It seems like Arukanoido does depend on some memory locations being set to specific values and does not initialize those correctly. By chance these are set correctly when starting the usual way.

Gameplay observation:
- using the laser should usually just take away ONE block. Here it sometimes take out a full column. Also when the laser hits a "double"-block (the ones you need to hit twice) it also take two hits with the laser for the block to disappear. Furthermore, the laser cannot go past gold blocks. See here from about 3:45 - 4:45 -> https://www.youtube.com/watch?v=Th-Z6QQ5AOQ

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Sat May 13, 2017 7:23 am
by pixel
Thanks. Now Im nailed to VICE again. Looks like the mains in my new office got problems. The sd2iec gave up just like that and tape recordings hum. Guess its DC in the grounding.

At least the most problematic algorithm (from my perspective) works. This project is loaded with fear. Im glad you're all helping.

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Sun May 14, 2017 1:34 am
by mrr19121970
Looking great. I am not sure it is by design, but the bat at the start is monochrome. Before pressing fire you can move left & right. Here depending on the screen position it is cyan/red&cyan/monochrom on the left only.

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Sun May 14, 2017 2:16 am
by pixel
mrr19121970 wrote:Looking great. I am not sure it is by design, but the bat at the start is monochrome. Before pressing fire you can move left & right. Here depending on the screen position it is cyan/red&cyan/monochrom on the left only.
That's a colour clash with the ball which probably will be fixed later on. It would be inconvenient to deal with that before the missing extras (like a wider bat) made it in. :)

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Sun May 14, 2017 5:27 am
by beamrider
great job, doesn't crash now in VICE.

Physics, are really good, best I've encountered in a Vic-20 game I think.

"No sound" issue in VICE still there, but only on the first game so no big deal - be nice to find out what it is though.

Will try it out on real hardware later now that my paddles have arrived :)

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Sun May 14, 2017 6:49 am
by pixel
The B bonus is in. It opens a door to the next level on the right.
beamrider wrote:great job, doesn't crash now in VICE.
Still, sometimes the ball is doing strange things. Like going through golden bricks or reflecting back down from the sides.
beamrider wrote:Physics, are really good, best I've encountered in a Vic-20 game I think.
Wahey! :D What would be the next best thing?
beamrider wrote:"No sound" issue in VICE still there, but only on the first game so no big deal - be nice to find out what it is though.
Will look into that this afternoon. Was only able to line up quick hacks since you tossed me back into this. :)

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Sun May 14, 2017 7:16 am
by mrr19121970
I played in vice. I had sounds. I believe the bouce sound was out of sync on 1st life of 1st play. But maybe it was me ??

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Mon May 15, 2017 7:06 am
by beamrider
played on real hardware yesterday using paddles. Fantastic!

I had the issue of the ball bouncing around off screen (as indicated by the sound effects) though. Last about 30 seconds, then must have gone below the vaus as I could continue the game - albeit with one less vaus.

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Mon May 15, 2017 7:54 am
by pixel
tokra wrote:Ok, gave it another test run, and I got closer to the sound-effects-missing-issue in Vice:
Looks like it's been fixed. Not too sure why. The area $300-$3ff isn't even used.

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Mon May 15, 2017 7:56 am
by pixel
beamrider wrote:I had the issue of the ball bouncing around off screen (as indicated by the sound effects) though. Last about 30 seconds, then must have gone below the vaus as I could continue the game - albeit with one less vaus.
Hmm… will give it some extra bound checking. Some corner case in that code dealing with reflections. :(

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Mon May 15, 2017 8:11 am
by beamrider
pixel wrote:
tokra wrote:Ok, gave it another test run, and I got closer to the sound-effects-missing-issue in Vice:
Looks like it's been fixed. Not too sure why. The area $300-$3ff isn't even used.
Sorry, not fixed..just downloaded latest. Problem still there just the same as always...

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Mon May 15, 2017 8:46 am
by pixel
Oops. Looks like I forgot a "git push". Please try again. :oops:

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Mon May 15, 2017 9:03 am
by beamrider
sounds maybe starts a little sooner, but issue still there - nothing for first few seconds..

more intrigued than anything now...

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Mon May 15, 2017 9:49 am
by pixel
+ Beamrider seems to have found the VICE sound bug.
+ bonus life every 10,000pts.
+ animated bonuses
+ orange bricks a little more orange
+ New reflection checks with no work arounds or corner cases so far.
+ Catched balls jump back as expected.
+ Can theoretically play 32 levels through with just a joystick.
+ Ball speeds more close to the original (slightly slower).