Pitfall

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Beebson
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Re: Pitfall

Post by Beebson »

For Circus Charlie, please check 64 and MSX versions as a reference what they have managed to put in. There´s also a clone for 64, called Big Top Barney. As being an early cartridge, I think the MSX version can´t be bigger than 16Kb. It manages some smooth scrolling without registers for hardware scroll, has hardware sprites, though. Vertically there were just small areas to scroll on MSX version.

Maybe you could make a mode 5 disk version, what loads every level from the disk, bringing 20Kb per level! Maybe a nearly arcade version with mode 1, loading 10Kb levels from a disk? :) Is 10Kb enough for Beeb for graphics and scrolling and movement for just one level?
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fizgog
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Re: Pitfall

Post by fizgog »

New video build

Added multiple screens
Added pits
Fixed wall showing on either left or right

NB Screen generator needs optimising to make it quicker to display

https://youtu.be/qt_iajdaIB0

Screenshot 2022-06-17 at 22.55.01.png

Still to do in no particular order (which seems to be a long list)

Optimisation
Ponds / tar pits (including animation)
Swinging Rope
Snake
Scorpion
Crocs
Falling down holes
Climbing
Sound effects
Gold
Timers and score
NuLA support
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Rob_hawk
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Re: Pitfall

Post by Rob_hawk »

Glad you got side tracked from the rope! Looking great running between screens :D
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lovebug
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Re: Pitfall

Post by lovebug »

looking great :D

are you using a random number generator to generate the objects for each screen like the original atari version ?

btw theres a commented disassembly of the original 6502 atari code over at https://www.romhacking.net/documents/521/ if you need
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fizgog
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Re: Pitfall

Post by fizgog »

lovebug wrote:
Sat Jun 18, 2022 10:50 am
looking great :D

are you using a random number generator to generate the objects for each screen like the original atari version ?

btw theres a commented disassembly of the original 6502 atari code over at https://www.romhacking.net/documents/521/ if you need
I’ve seen the document but found it too confusing :lol:
I’m using the Atari 2600 number generator but at the moment it’s only handling trees, ladders, pits and wall
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fizgog
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Re: Pitfall

Post by fizgog »

Managed to grab an hour of free time to implement the animated scorpion

https://www.youtube.com/watch?v=UDKFuTHogG8

Screenshot 2022-06-19 at 15.54.31.png
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fizgog
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Re: Pitfall

Post by fizgog »

Added experimental Video NuLA support

https://youtu.be/BO81IzFUQAI

Screenshot 2022-06-20 at 23.23.19.png
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Rob_hawk
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Re: Pitfall

Post by Rob_hawk »

Scorpion and colours are looking good. It’s funny but I actually find your BBC colour scheme easier on the eye but great to have the Nula option as well for authenticity.
Beebson
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Re: Pitfall

Post by Beebson »

You have a nice scorpion there! :) And nula looks good, too! :)

How many colours there are in nula palette?
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fizgog
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Re: Pitfall

Post by fizgog »

Beebson wrote:
Tue Jun 21, 2022 8:21 pm
You have a nice scorpion there! :) And nula looks good, too! :)

How many colours there are in nula palette?
I think I only used a couple of NuLA colours to see how easy it was, I'll revisit later in the development cycle and use the correct colours, not some random ones I picked.

This version adds falling down holes and ladder openings into the underground

https://www.youtube.com/watch?v=NIFTWvTEKBA

Screenshot 2022-06-21 at 22.31.10.png
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tricky
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Re: Pitfall

Post by tricky »

Nice, keep 'em coming :)
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marcusjambler
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Re: Pitfall

Post by marcusjambler »

Looking great and so quick too :D
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Rob_hawk
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Re: Pitfall

Post by Rob_hawk »

Another super update and great to see him jumping over the scorpion already!
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fizgog
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Re: Pitfall

Post by fizgog »

Added climbing
Added boot loader
Fixed going left and right in the underground (should jump 3 screens and not 1)

Another YouTube video to watch

https://youtu.be/UBRKeJ90_AU

Screenshot 2022-06-22 at 22.48.22.png
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Rob_hawk
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Re: Pitfall

Post by Rob_hawk »

Climbing looks great and love the loading screen. I guess that’s what the book was for a few weeks back?
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fizgog
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Re: Pitfall

Post by fizgog »

Rob_hawk wrote:
Thu Jun 23, 2022 6:39 am
Climbing looks great and love the loading screen. I guess that’s what the book was for a few weeks back?
I still need to sort out the colour clash on the ladder and I wish I was good at designing gfx :)

Loading screen took me 30 mins

1. Find and save image from the web
2. Import into AcornPad
3. Tidy up
4. Export
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Beebson
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Re: Pitfall

Post by Beebson »

Thank you again. :)
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lovebug
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Re: Pitfall

Post by lovebug »

very nice =D>
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Rob_hawk
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Re: Pitfall

Post by Rob_hawk »

fizgog wrote:
Thu Jun 23, 2022 7:03 am
I still need to sort out the colour clash on the ladder and I wish I was good at designing gfx :)

Loading screen took me 30 mins
That's great to know re AcornPad for the loading screen - I must get Parallels up and running on my Mac for that as I think it's PC only?

I'm sure you'll figure out the clash when climbing - not quite Spectrum style ;-) I'm more than a little impressed by what you've achieved here already. It provides a lot of inspiration.
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fizgog
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Re: Pitfall

Post by fizgog »

Yes I'm afraid AcornPad is Windows only, even though I use a MacBook Pro

Finished work early, so Fixed the colour clash on the ladder (not worth showing a video) and also tidied up the screen loader and added a bit more text, this is it inside AcornPad

Screenshot 2022-06-23 at 15.52.03.png
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Rob_hawk
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Re: Pitfall

Post by Rob_hawk »

fizgog wrote:
Thu Jun 23, 2022 3:56 pm
Yes I'm afraid AcornPad is Windows only, even though I use a MacBook Pro
I’ll experiment with Parallels again sometime soon.

Revised loading screen looking good.
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FourthStone
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Re: Pitfall

Post by FourthStone »

Really enjoying this thread, keep up the amazing effort =D>
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ChrisB
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Re: Pitfall

Post by ChrisB »

Looking really good. You inspired me me read up on the way the game generates screens - very ingenious.
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fizgog
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Re: Pitfall

Post by fizgog »

Work and family life seems to be getting in the way of coding, but I have managed to add the animated enemy cobra to the game

Current progress can be previewed here
https://youtu.be/CU9wkswHooM

Screenshot 2022-06-26 at 22.47.05.png
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Rob_hawk
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Re: Pitfall

Post by Rob_hawk »

Another step towards the finished article :D
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fizgog
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Re: Pitfall

Post by fizgog »

Further progress last night

Fixed tree and leaves generation
Converted cobra.asm code to object.asm and added the following: -

Static log
Animated bouncing rolling log
Animated fire
Animated cobra

I'm going to have to delve into the 2600 code to see how they do multiple logs just from using objectType 1, 2, 3, 4 and 6 (001, 010, 011 and 110)

Rolling logs going over a hole change some of the sprite colour to cyan as I'm using EOR, I probably need to instead use a mask and store the background area

https://youtu.be/oa5xLtTZafU

Screenshot 2022-06-30 at 06.57.02.png
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Beebson
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Re: Pitfall

Post by Beebson »

Getting better and better...... :)
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Rob_hawk
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Re: Pitfall

Post by Rob_hawk »

Great progress and it’s made my morning seeing the extra content :D
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fizgog
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Re: Pitfall

Post by fizgog »

fizgog wrote:
Thu Jun 30, 2022 7:08 am
I'm going to have to delve into the 2600 code to see how they do multiple logs just from using objectType 1, 2, 3, 4 and 6 (001, 010, 011 and 110)
I've managed to download the book Racing the Beam and according to page 35 the TIA offers two number-size registers NUSIZ0 and NUSIZ1 to allow the placement of the same sprites on screen (it's how they did Space Invaders)

So I've got some reading to do tonight
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Rob_hawk
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Re: Pitfall

Post by Rob_hawk »

I've managed to download the book Racing the Beam and according to page 35 the TIA offers two number-size registers NUSIZ0 and NUSIZ1 to allow the placement of the same sprites on screen (it's how they did Space Invaders)
Glad you found the book and more importantly that it’s been helpful!
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