Page 21 of 41

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Fri Dec 29, 2017 1:32 pm
by Mayhem
Did someone mention a cartridge? Interested :)

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Fri Dec 29, 2017 7:06 pm
by mingle
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.

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Sat Dec 30, 2017 3:38 am
by pixel
Wow! Thanks!

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Sat Dec 30, 2017 5:21 am
by pixel
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. ;)

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Sat Dec 30, 2017 2:43 pm
by norm8332
I want a cart! :D

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Sat Dec 30, 2017 8:30 pm
by Ola H
So do I, a must-have for sure :D

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Mon Jan 01, 2018 11:19 am
by pixel
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.

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Tue Jan 02, 2018 5:35 am
by pixel
Revision 685 is out with most known issues fixed so far.

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Wed Jan 03, 2018 3:22 am
by pixel
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.

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Thu Jan 04, 2018 3:55 am
by pixel
Added cart images with rev. 693 and started an archive here: http://hugbox.org/pixel/software/vic-20/arukanoido/. :)

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Thu Jan 04, 2018 7:17 pm
by pixel
In the title screen of revision 705 one use the M key to add some arcade digis. In-game digis don't work yet.

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Fri Jan 05, 2018 8:09 am
by pixel
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.... :)

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Fri Jan 05, 2018 8:15 am
by Mike
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.

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Fri Jan 05, 2018 8:29 am
by pixel
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. :)

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Fri Jan 05, 2018 8:30 am
by tokra
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.