In the making: Arukanoido – an Arkanoid clone

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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

It's significantly faster (sprite) drawing again…
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

Can't find no bugs at the moment. (Most likely will as soon as I've clicked "submit".)

Now would be the right time to suggest/insist on last changes. Better test the crap out of it! 8)

Aside from many tiny changes which I did not track, original arcade sounds have been fixed for the tape version. But you'll get weird clicking when selecting it at the top level. There's also a label file (VICE's debugger) for the tape version. TODO file has been updated as well.

Have fun!
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Re: In the making: Arukanoido – an Arkanoid clone

Post by beamrider »

Good work..

I noticed that those spinning cones seem to come out a bit sooner/more often than the Arcade version?

Also, a nice-to-have would be the small revolving-flap animation when they appear at the top that is on the Arcade.

We are really talking about small polishing touches here though, it seems great as is to me.

Oh and the .readme seems a bit out-of-date, still lists high score table as a TODO:
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

beamrider wrote: Wed Oct 25, 2023 11:41 am Good work..
Thanks! Also for spending more time on this.
beamrider wrote: Wed Oct 25, 2023 11:41 am I noticed that those spinning cones seem to come out a bit sooner/more often than the Arcade version?
Haven't measured that yet but will.
beamrider wrote: Wed Oct 25, 2023 11:41 am Also, a nice-to-have would be the small revolving-flap animation when they appear at the top that is on the Arcade.
That's just being worked on. Just added a gate opening animation (which isn't perfect yet).
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beamrider wrote: Wed Oct 25, 2023 11:41 am Oh and the .readme seems a bit out-of-date, still lists high score table as a TODO:
Removed it in favour of the TODO file.
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

Ermh ermh ermh… Finished warp gate animation. No garbage in printed text. Lots of small fixes. Known bug where last item of high score table won't get shoved out. Have fun and nice dreams!
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Re: In the making: Arukanoido – an Arkanoid clone

Post by beamrider »

I couldn't really see the cone release animation, maybe it happens to fast? Can you slow it down?

For example in the Arcade, the ball travels nearly the full height of the screen in the time it takes for the gate to open and close.

Also as mentioned, the player is 70% of the way through round 1 before a cone is even released.
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

beamrider wrote: Sat Oct 28, 2023 6:11 am I couldn't really see the cone release animation, maybe it happens to fast?
It's not there. But the gate to the bottom right is animated. 8) Can only spend an hour or two a day on this at the moment. But your gates are next.

Some other good news: darkatx just jumped in to do the cover art again. (He did the artwork for PULSE too.) We're very excited about it, working on some top-secret eye-candy for the tape version, making sure this release will knock everybody in the balls. ;) (Unless it's impossible to do so...)
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Re: In the making: Arukanoido – an Arkanoid clone

Post by beamrider »

Also perhaps you can make the engines flicker on the spaceship on the intro screen - that would add a lot and should be fairly easy without doing the full animation?
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

beamrider wrote: Sat Oct 28, 2023 6:24 am Also perhaps you can make the engines flicker on the spaceship on the intro screen - that would add a lot and should be fairly easy without doing the full animation?
*click!* Added to the TODO. 8)
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

Now come animated obstacle gates and the charset viewer also has been fixed. (NTSC only. Press 'C' during game. See README.)
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

beamrider wrote: Sat Oct 28, 2023 6:24 am Also perhaps you can make the engines flicker on the spaceship on the intro screen - that would add a lot and should be fairly easy without doing the full animation?
I've found that it's anything but. It'd take cycle-exact raster interrupts because the border colour has to be used. I really don't feel like spending two days on that.
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Re: In the making: Arukanoido – an Arkanoid clone

Post by beamrider »

pixel wrote: Sun Oct 29, 2023 12:52 pm
beamrider wrote: Sat Oct 28, 2023 6:24 am Also perhaps you can make the engines flicker on the spaceship on the intro screen - that would add a lot and should be fairly easy without doing the full animation?
I've found that it's anything but. It'd take cycle-exact raster interrupts because the border colour has to be used. I really don't feel like spending two days on that.
fair enough :)
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Re: In the making: Arukanoido – an Arkanoid clone

Post by tokra »

pixel wrote: Sun Oct 29, 2023 12:52 pm
beamrider wrote: Sat Oct 28, 2023 6:24 am Also perhaps you can make the engines flicker on the spaceship on the intro screen - that would add a lot and should be fairly easy without doing the full animation?
I've found that it's anything but. It'd take cycle-exact raster interrupts because the border colour has to be used. I really don't feel like spending two days on that.
Couldn't you exchange the chars in the graphic where the engines red are with other ones where the engines are cyan and flip these every other frame (or just during your interrupt)? That should give the same effect and you would just need to change 4 bytes of char-definitions each time.
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

tokra wrote: Sun Oct 29, 2023 1:36 pm Couldn't you exchange the chars in the graphic where the engines red are with other ones where the engines are cyan and flip these every other frame (or just during your interrupt)? That should give the same effect and you would just need to change 4 bytes of char-definitions each time.
Am tossing around Mike's raster sync code (which is formatted like brainfuck to me) in the editor. Seems to make sense so far. I'll give it a whirl. Will need that stuff for the next game anyhow. (To be released in around 2033, I guess…)
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Re: In the making: Arukanoido – an Arkanoid clone

Post by beamrider »

I like tlr's routine, seemed a bit simpler to me.

https://sleepingelephant.com/ipw-web/bu ... 61#p109061
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