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Re: In the making: Arukanoido – an Arkanoid clone

Posted: Mon Nov 23, 2020 11:50 am
by tokra
Tried the version 942 you posted. They sound absolutely the same whether I use joystick or paddles. What sounds are you referring to? Laser/block/starting music/game over all are either samples or VIC depending on whether I press M at the start or not. The ball and block-sound is always VIC no matter what. I tried the .tap and the .prg-versions.

Edit: Ok with rev944 you sent I now get only beamrider's VIC-sounds when using paddle-mode. Not that I noticed slowdowns with the samples before. Some samples (like the GameOver-music) sound rather "scratchy", and as such I usually prefer the cleaner VIC-sounds.

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Mon Nov 23, 2020 12:17 pm
by pixel
tokra wrote: Mon Nov 23, 2020 11:50 am Edit: Ok with rev944 you sent I now get only beamrider's VIC-sounds when using paddle-mode. Not that I noticed slowdowns with the samples before. Some samples (like the GameOver-music) sound rather "scratchy", and as such I usually prefer the cleaner VIC-sounds.
Yep. I noticed but put it to low priority. Samples must be wrapping somewhere. Generated data looks OK. Monitor audio files also sound OK. Perhaps something with the NMI code.
Outro is missing as well as the hiscore table. Did I promise animations? head -> wall. :p Perhaps I'll skip the latter and get this thing out for good with the last bugs fixed. Even Hitchcock couldn't take that much suspense.
And a splash screen and logo would be nice, too. Then the things to be printed. This is all making me have breakfast and reject whackcine (German lager).

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Tue Nov 24, 2020 1:27 am
by pixel
Revision 946 is up.

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Tue Nov 24, 2020 6:13 am
by beamrider
I personally prefer the Vic sound as it sounds more like... a Vic :D but obviously I am biased.

It would be nice to see all the arcade animations and etc in though. We've waited this long, you might as well finished it off properly (IMO). I regret not making a 32K Pooyan with the missing cut scenes etc. That's why I went the whole hog with Popeye and included pretty much everything from the arcade that I could.

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Tue Nov 24, 2020 6:16 am
by beamrider
btw, OT: If you could hack Gorf and add the arcade speech using your new digii routines, that would be awesome...

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Tue Nov 24, 2020 8:08 am
by tokra
I'm all for the "deluxe"-version as well. But: In the end it's your baby and you decide what to do with it. You could do a "George Lucas" on it and release a normal version soon and a special edition in 20 years ;-) beamrider: You could do the same with Pooyan, release a special edition with the extra features for +32k

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Tue Nov 24, 2020 10:03 am
by pixel
beamrider wrote: Tue Nov 24, 2020 6:13 am I personally prefer the Vic sound as it sounds more like... a Vic :D but obviously I am biased.
:lol:
It would be nice to see all the arcade animations and etc in though. We've waited this long, you might as well finished it off properly (IMO). I regret not making a 32K Pooyan with the missing cut scenes etc. That's why I went the whole hog with Popeye and included pretty much everything from the arcade that I could.
The animations: that'll be a lot of clicking around in your VIC screen designer. ;) That's how the mother ship got converted. So that's about 20 more times. There might be some feature request coming up again. Too sad the bitmap2charset generator didn't make it in.

As for Gorf: I'd be curious how VOTRAX programming works in the first place. Disassembling and reassembling shouldn't be too much of a deal with the cc65 suite. Perhaps an own thread for that would be in order to collect ideas.

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Tue Nov 24, 2020 10:08 am
by beamrider
bitmap2charset ?

I think there's a feature that looks for and consolidates similar characters..

[edit]
http://www.fox-ts.co.uk/betavic20sdd/Vic20SDD.htm

Tools/Consolidate Duplicate Characters.

Is that what you meant?
.

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Tue Nov 24, 2020 10:22 am
by pixel
tokra wrote: Tue Nov 24, 2020 8:08 am I'm all for the "deluxe"-version as well. But: In the end it's your baby and you decide what to do with it. You could do a "George Lucas" on it and release a normal version soon and a special edition in 20 years ;-) beamrider: You could do the same with Pooyan, release a special edition with the extra features for +32k
My baby!? T'wasn't even my idea... blame the ladies! :mrgreen:

Speaking of special edition: meanwhile I realized how to crunch even more into the unexpanded core of PULSE... and I'm terribly unhappy with the intro before the splash screen. The tape audio player also got improved. boray's tune could get a better conversion. The first enemies should occur a second later, etc. And the audio boost is also missing... can make tapes again, but the pandemic has to go first.

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Tue Nov 24, 2020 10:23 am
by pixel
beamrider wrote: Tue Nov 24, 2020 10:08 am Tools/Consolidate Duplicate Characters.
Is that what you meant?
Oh, yesyesyes. Never mind. Thanks! :)

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Tue Nov 24, 2020 11:11 am
by beamrider
IMHO, there's limited value in updating existing already released games.

I made a new version of Pooyan 2015 with some improvements and better sprites, but people still play/review the original version, I think the early reviewers take copies and host it on their own server then others find it from there and don't notice updates. Perhaps if it's radically better it will make waves, but otherwise exposure is limited.

Much better to concentrate your energies on new things - again IMHO.

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Tue Nov 24, 2020 3:02 pm
by pixel
beamrider wrote: Tue Nov 24, 2020 11:11 am Much better to concentrate your energies on new things - again IMHO.
Just a few patches. Most already done. I'll go back to University and finally study IT.

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Thu Jan 14, 2021 10:56 am
by cater
Hi, i'm trying to make version .946 to work but cannot load the game, just stuck into a screen full of undefined blocks of pixels.
I'm on a VIC with Penultimate+ (35 k expansion) and Tapuino.
Is there something i am missing?

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Fri Jan 15, 2021 1:38 pm
by pixel
cater wrote: Thu Jan 14, 2021 10:56 am Hi, i'm trying to make version .946 to work but cannot load the game, just stuck into a screen full of undefined blocks of pixels.
I'm on a VIC with Penultimate+ (35 k expansion) and Tapuino.
Is there something i am missing?
Works fine on a real machine with a simple 24K expansion from SD2IEC or tape AFAIK. On VICE, too. No clue really. You're the first to complain.

Re: In the making: Arukanoido – an Arkanoid clone

Posted: Sat Jan 16, 2021 5:36 am
by pixel
cater wrote: Thu Jan 14, 2021 10:56 am Hi, i'm trying to make version .946 to work but cannot load the game, just stuck into a screen full of undefined blocks of pixels.
I'm on a VIC with Penultimate+ (35 k expansion) and Tapuino.
Is there something i am missing?
I might have found a solution by accident: not enough memory expansion enabled?