In the making: Arukanoido – an Arkanoid clone

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

Postby Mayhem » Fri Dec 29, 2017 1:32 pm

Did someone mention a cartridge? Interested :)
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Re: In the making: Arukanoido – an Arkanoid clone

Postby mingle » Fri Dec 29, 2017 7:06 pm

Seriously, this is one of the most polished and well-made games ever to grace the VIC.

It's also (obviously) the best arcade conversion. The attention to detail is nothing short of amazing.

Well done!

Mike.
Last edited by mingle on Sat Dec 30, 2017 7:31 am, edited 1 time in total.

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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Sat Dec 30, 2017 3:38 am

Wow! Thanks!
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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Sat Dec 30, 2017 5:21 am

mingle wrote:The attention to detail is nothing short of amazing.

I wish that was true. In the end it was reading ROM disassemblies and MAME source code and having more luck than brains. Better start crowd-funding the most ridiculous copyright infringement trial of the century if this game is really making waves as you say. ;)
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Re: In the making: Arukanoido – an Arkanoid clone

Postby norm8332 » Sat Dec 30, 2017 2:43 pm

I want a cart! :D

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Re: In the making: Arukanoido – an Arkanoid clone

Postby Ola H » Sat Dec 30, 2017 8:30 pm

So do I, a must-have for sure :D

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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Mon Jan 01, 2018 11:19 am

New demo (rev. 671):

* PAL and NTSC versions have been merged..
* Key F toggles between portrait and landscape format in the title screen. Probably not so useful with NTSC. Keys H, J, K and L help with centering as usual.
* Faster and cleaner sprite engine.
* Lots of stupid bugs removed and very new ones hiding somewhere added.

Don't know if the WAV file works with PAL machines yet.
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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Tue Jan 02, 2018 5:35 am

Revision 685 is out with most known issues fixed so far.
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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Wed Jan 03, 2018 3:22 am

New revision 688 is there, playing the original arcade round intro tune as a demo before entering the regular round intro. Could somebody please check if this really sounds that harsh on a real machine? The tune has been reduced to 1212 B and is being decompressed in real time. Very CPU-intensive.
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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Thu Jan 04, 2018 3:55 am

Added cart images with rev. 693 and started an archive here: http://hugbox.org/pixel/software/vic-20/arukanoido/. :)
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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Thu Jan 04, 2018 7:17 pm

In the title screen of revision 705 one use the M key to add some arcade digis. In-game digis don't work yet.
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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Fri Jan 05, 2018 8:09 am

Rev. 712 now has most of the original arcade digisounds in the +24K version. Switch to those by pressing M in the title screen. They're all being decrunched at real time which is probably OK when there's no ball moving.

Would like to up to +32K.... :)
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Re: In the making: Arukanoido – an Arkanoid clone

Postby Mike » Fri Jan 05, 2018 8:15 am

pixel wrote:Would like to up to +32K.... :)

If you intend to go for a cartridge release, there's no reason not to.

You'd need the autostart signature in BLK5 anyhow, and using a single 27256 EPROM instead of one 27128 and 2764 (or even 3x 2764) definitely reduces cost.

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Re: In the making: Arukanoido – an Arkanoid clone

Postby pixel » Fri Jan 05, 2018 8:29 am

Mike wrote:
pixel wrote:Would like to up to +32K.... :)

If you intend to go for a cartridge release, there's no reason not to.

You'd need the autostart signature in BLK5 anyhow, and using a single 27256 EPROM instead of one 27128 and 2764 (or even 3x 2764) definitely reduces cost.

Oh, it'll be 32k anyway. :)
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Re: In the making: Arukanoido – an Arkanoid clone

Postby tokra » Fri Jan 05, 2018 8:30 am

pixel wrote:Would like to up to +32K.... :)

Definitely do that, 32K expansions are much more common than 24K-setups.
From "Doom" we learned that some people have problems with expanding their VIC with 35K-expansions though.

If you want the cart to sell in numbers however you could also use the 3K-area and even the 2K IO2/3-area, making the game +37K effectively. Only people with UltiMem or very special expansions would be able to soft-load such a game into their VIC-20 :mrgreen:

Obviously, I want a copy either way.

Oh, and a ingame-help-screen, explaining all those options (move screen, digis or not, ...) would be helpful.


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