New interpretation of Pitfall! for PAL Vic + 16K
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New interpretation of Pitfall! for PAL Vic + 16K
Hi all,
here's a game I've been working on for a while - I loved the original Pitfall! for Atari 2600, and wondered what it would be like to try to create a version for the Vic.
The original was written for a 4k cartridge - my 20k version is quite bloated in comparison. The Atari had some hardware advantages over the Vic, and the game was clearly written with the 2600 hardware in mind.
I've no idea whether this works on a real Vic or not, sorry - I have no way of transferring files to my VIC at the moment.
For anyone who is interested, download at :
https://docs.google.com/file/d/0BypQg4Q ... sp=sharing
Edit 11/9/13:
Thanks to those who offered to host, I think the above link will be a more permanent solution and allow for better document control.
Known bugs :
1. There's a bug that causes the rasters to be set up incorrectly about one in thirty times, not sure why this is happening. Load again if this occurs -- <<EDIT: think this is fixed with Tokra's advice.>>
2. Minor colour glitches. They have to stay as is for the time being.. <<EDIT: fixed the main problem, with the vine>>
3. Sorry, only PAL + 16K. NTSC version not planned.
4. PAL slowdown - unavoidable, so I've added 4 minutes extra to attempt to finish the game.
5. Others bugs and limitations but.. I need to put this project down now <<EDIT: Ha! >>
Hope you enjoy!
-Glen aka Victragic
here's a game I've been working on for a while - I loved the original Pitfall! for Atari 2600, and wondered what it would be like to try to create a version for the Vic.
The original was written for a 4k cartridge - my 20k version is quite bloated in comparison. The Atari had some hardware advantages over the Vic, and the game was clearly written with the 2600 hardware in mind.
I've no idea whether this works on a real Vic or not, sorry - I have no way of transferring files to my VIC at the moment.
For anyone who is interested, download at :
https://docs.google.com/file/d/0BypQg4Q ... sp=sharing
Edit 11/9/13:
Thanks to those who offered to host, I think the above link will be a more permanent solution and allow for better document control.
Known bugs :
1. There's a bug that causes the rasters to be set up incorrectly about one in thirty times, not sure why this is happening. Load again if this occurs -- <<EDIT: think this is fixed with Tokra's advice.>>
2. Minor colour glitches. They have to stay as is for the time being.. <<EDIT: fixed the main problem, with the vine>>
3. Sorry, only PAL + 16K. NTSC version not planned.
4. PAL slowdown - unavoidable, so I've added 4 minutes extra to attempt to finish the game.
5. Others bugs and limitations but.. I need to put this project down now <<EDIT: Ha! >>
Hope you enjoy!
-Glen aka Victragic
Last edited by Victragic on Tue Sep 10, 2013 5:34 pm, edited 4 times in total.
3^4 is 81.0000001
Very nice! Just played for some minutes on vice, but will do on the real vic asap!
Pallas - OPByte
http://www.opbyte.it/vic20/
http://www.opbyte.it/vic20/
- orion70
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Incredibly incredible!!! Congratulations on this. I've always liked Pitfall! soooo much, and this version is VERY good. Thank you so much. We've been tinkering around with the idea of that Wizard of Wor bootleg, and now you come with a VIC version of Pitfall! - and it's right there on my PC
Will try this on the real machine asap.
Pitfall! Can't believe it!
Will try this on the real machine asap.
Try THIS palette instead (I use it in VICE 2.3, follow instructions HERE if you can't load it directly from the VICE Video Menu - remember to reload VICE afterwards).Kweepa wrote:Did you create a VICE palette specially for the game? Those tree trunks look very brown.
Pitfall! Can't believe it!
I just tried it on a real Vic. I don't think I've played Pitfall before, but this is amazing! What a professional feel to this! Just one thing... I tried to load it about 5 times with no success before trying to load it ,8,1 instead of just ,8. So now I just loaded it ,8,1 and re-saved it ,8.
PRG Starter - a VICE helper / Vic Software (Boray Gammon, SD2IEC music player, Vic Disk Menu, Tribbles, Mega Omega, How Many 8K etc.)
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That happens because of a wrong load address in the *.prg file.Boray wrote:I tried to load it about 5 times with no success [...]
Saved BASIC programs (also ML programs with a BASIC stub) are supposed to start at $1201 with a +8K (or bigger) RAM expansion. The byte containing 0 at $1200 is not saved along with the program.
For more details please refer to my reply to Witzo's OP in the thread 'How to compile assembly with a basic start line?'.
While it is an easy issue to resolve, it just again shows that the autostart behaviour of VICE - loading files with ',8,1' and then RUNning them - is a design failure. Either I load a file ',8' and then RUN it, or I load it ',8,1' and then SYS to it.
(proceeding to happily try out PITFALL for the VIC-20 From what I could gather from the screenshots already, you're using in-line splits of the background colour to draw the tree trunks and pits and dynamic updates of the colour RAM positions used by the player character - this puts your implementation in the same league as Dragonfire by Imagic! Please add this release to the Announcement thread for 2013. )
- e5frog
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Tried it in WinVICE, screens doesn't match up...
I start in a screen with no real dangers, just a ladder down and a still log. I go to the left, there's three holes, middle one with a ladder, two rolling logs. If I jump down a hole and go to the right, I get to another screen, now there's a rope and a black pit shrinking and growing, something you have to walk two screens to the left to reach.
If I go down and then left I don't see the crocodiles in the water. The water is now shrink and grow type instead...
So it seems the half screens is out of order.
I start in a screen with no real dangers, just a ladder down and a still log. I go to the left, there's three holes, middle one with a ladder, two rolling logs. If I jump down a hole and go to the right, I get to another screen, now there's a rope and a black pit shrinking and growing, something you have to walk two screens to the left to reach.
If I go down and then left I don't see the crocodiles in the water. The water is now shrink and grow type instead...
So it seems the half screens is out of order.
My other interest: http://channelf.se
Re: New interpretation of Pitfall! for PAL Vic + 16K
Holy smokes! This is brilliant! As Mike said using dynamic updates of $900f for trees, ladders and especially the opening and closing pits is ingenious! And then the dynamic char-colors top it off. Congrats!Victragic wrote:Pitfall! [...] for the Vic.
It may be possible that the check for the first raster actually happens WHILE that rasterline is being displayed. Chances should be 1 in 131, but I noticed this behaviour in developing my graphic modes as well. Since then to be safe I do it like this:Known bugs :
1. There's a bug that causes the rasters to be set up incorrectly about one in thirty times, not sure why this is happening. Load again if this occurs
Code: Select all
ldy #$01 ; make sure next command really STARTS at line #$09 and not SOMEWHERE in it
raster0 cpy $9004
bne raster0
ldy #$03 ; wait for this raster line (times 2)
raster1 cpy $9004
bne raster1 ; at this stage, the inaccuracy is 7 clock cycles
I've just recently investigated how Dragonfire does its NTSC-compatibility. They use code like this for every rasterline they fiddle with:3. Sorry, only PAL + 16K. NTSC version not planned.
Code: Select all
.C:b6ab 24 DF BIT $DF
.C:b6ad 10 02 BPL $B6B1
.C:b6af 48 PHA
.C:b6b0 68 PLA
.C:b6b1 A2 04 LDX #$04
Well, don't expect to drop such a bombshell of a 98% finished game without starting a vivid discussion. Deep down you know you want to polish the final 2% out of it or you would not have posted itI need to put this project down now
Again, thanks for such a fine release!
e5frog: I believe in the original Pitfall the screens would jump differently as well if you took the underground-route. I remember reading somewhere you skip up to 4 screens this way. Maybe this is what you are seeing?
- e5frog
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Aha, guess I played it too little.
I missed the music but the graphics looks wonderful.
I missed the music but the graphics looks wonderful.
My other interest: http://channelf.se
Thanks for the comments everyone..
Dragonfire was the inspiration for doing this in the first place - I had a few minutes wondering how they did that while playing that on the Megacart. It started me wondering how I might do something similar on the Vic.
An identical NTSC version isn't really possible - *every* byte is used in a raster line, with no branching. To write this for NTSC would mean dropping the dynamic colouring for the main character.
Dragonfire was the inspiration for doing this in the first place - I had a few minutes wondering how they did that while playing that on the Megacart. It started me wondering how I might do something similar on the Vic.
An identical NTSC version isn't really possible - *every* byte is used in a raster line, with no branching. To write this for NTSC would mean dropping the dynamic colouring for the main character.
Had no idea, and again, really wish I had the real hardware to develop this on.Saved BASIC programs (also ML programs with a BASIC stub) are supposed to start at $1201 with a +8K (or bigger) RAM expansion. The byte containing 0 at $1200 is not saved along with the program.
I had suspected this might be the case, will implement as you suggest.It may be possible that the check for the first raster actually happens WHILE that rasterline is being displayed.
In this version, moving off-screen shifts you three screens across.. now I'm not sure if that is the right number!I believe in the original Pitfall the screens would jump differently as well if you took the underground-route. I remember reading somewhere you skip up to 4 screens this way. Maybe this is what you are seeing?
Hey, I like that version - it's genuine retro, unlike my fabrication.Finally, that clunky BASIC version of VICFALL has been surpassed Smile
3^4 is 81.0000001
No, but I knew that the VICE palette I've been using is well out - the orange looks brown, and various other colours have the wrong luminance.. will try that suggested palette.Did you create a VICE palette specially for the game?
..would love to see a shot of it running on a real Vic.
lol - actually I'm just time pressed now, so I set myself this deadline. (Well, the deadline was last week, like all projects it went a little over every line I drew in the sand..)Deep down you know you want to polish the final 2% out of it or you would not have posted it Wink
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3^4 is 81.0000001
You may also want to try this one:I knew that the VICE palette I've been using is well out - the orange looks brown, and various other colours have the wrong luminance.. will try that suggested palette.
http://www.tokra.de/vic/mike.vpl
See this thread
This palette was done by Mike from my VIC when after he S-Video-modded it.
According to the map which orion70 linked 3 screens sound about right.In this version, moving off-screen shifts you three screens across.. now I'm not sure if that is the right number!
After further trying this game, I just love it how the scorpion advances to you and stops just right at the char-boundary to avoid color-clash
Any particular reason why you changed the music for the vines and player death? The conversion is so perfect I subconsciously was EXPECTING the original Atari VCS-music as well?
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