Author Topic: Genesis8 - Remake of Slap Fight (Alcon) by Abalore W.I.P.  (Read 2731 times)

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Remake of Slap Fight (Alcon) by Abalore W.I.P.
19 October 2016, 9:50 pm

Remake of Slap Fight (Alcon) by Abalore W.I.P.

Source: Genesis8 Amstrad Page

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Offline Gryzor

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Re: Genesis8 - Remake of Slap Fight (Alcon) by Abalore W.I.P.
« Reply #1 on: 14:51, 24 October 16 »
Huh, that's interesting!


[youtube]https://www.youtube.com/watch?v=92rvbrwh1Wc[/youtube]

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Offline genesis8

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Thanks for the information.
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Amstrad news site at Genesis8 Amstrad Page

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Very nice! Looking forward to see the final result.  :)
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Offline andycadley

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Ooh, nice. I was always a big fan of Slap Fight. :-)

Offline norecess

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Lots of potential !! Very promising.

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Offline ervin

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This is so impressive.
I've been chatting with the dev on youtube about the sprite routines.
I'd love to have a look at some of the code.
 :D
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Offline abalore

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This is so impressive.
I've been chatting with the dev on youtube about the sprite routines.
I'd love to have a look at some of the code.
 :D


Here is one of the sprites in the game:



macro newline:pop hl:ld a,l:add c:ld l,a:mend
macro putv value:ld (hl),value:mend
macro tr_l value:ld a,(hl):and e:or value:ld(hl),a:mend
macro tr_r value:ld a,(hl):and d:or value:ld(hl),a:mend


; Draws an outer Wing "odd" sprite
; Input HL=pointer to screen row in look-up table
;   C=horizontal offset


__Wing_2_0_1
ld (sp_save),sp
di
ld sp,hl
ld de,&55AA
ld b,#40
inc c
newline:tr_l b:inc l:tr_l #41
newline:tr_l b:inc l:tr_l #41
newline:tr_l b:inc l:putv #C1
dec c
newline:tr_l b:inc l:tr_l #40:inc l:putv #4B:inc l:tr_l #41
newline:tr_l b:inc l:tr_l #40:inc l:putv #C1:inc l:tr_l #41
newline:tr_l b:inc l:putv #C2:inc l:putv #C1:inc l:putv #4B
newline:tr_l b:inc l:putv #C2:inc l:putv #C1:inc l:putv #4B
newline:tr_l b:inc l:putv #C3:inc l:putv #85:inc l:putv #4B
newline:tr_l b:inc l:putv #C1:inc l:putv #85:inc l:putv #C3
newline:tr_l b:inc l:putv #C0:inc l:putv #C1:inc l:putv #C3
newline:inc l:putv #D0:inc l:putv #F0:inc l:tr_r #82
newline:inc l:tr_r #80:inc l:inc l:tr_r #82
ld sp,(sp_save)
ei
ret         



« Last Edit: 13:49, 29 March 19 by abalore »

Offline ervin

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Re: Genesis8 - Remake of Slap Fight (Alcon) by Abalore W.I.P.
« Reply #10 on: 13:47, 29 March 19 »
That's really great - thanks abalore!
My (cancelled) entry for the CPCRetroDev 2017 Competition http://www.cpcwiki.eu/forum/programming/my-cpcretrodev-2017-entry/
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Re: Genesis8 - Remake of Slap Fight (Alcon) by Abalore W.I.P.
« Reply #11 on: 22:19, 31 March 19 »
Apart from printing sprites ... For such a game with many bullets on screen
how do you handle sprites collision?? :P
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Offline abalore

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Re: Genesis8 - Remake of Slap Fight (Alcon) by Abalore W.I.P.
« Reply #12 on: 12:22, 01 April 19 »
Apart from printing sprites ... For such a game with many bullets on screen
how do you handle sprites collision?? :P


Using a collision matrix.

Offline zhulien

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Re: Genesis8 - Remake of Slap Fight (Alcon) by Abalore W.I.P.
« Reply #13 on: 17:42, 01 April 19 »
one of my favourite games of all time, makes the wonder though...


could a TATE mode work well on the CPC?  You could then leverage off the horizontal hardware scroll, potentially full screen

Offline abalore

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Re: Genesis8 - Remake of Slap Fight (Alcon) by Abalore W.I.P.
« Reply #14 on: 21:45, 02 April 19 »
one of my favourite games of all time, makes the wonder though...


could a TATE mode work well on the CPC?  You could then leverage off the horizontal hardware scroll, potentially full screen


Problem with TATE on the CPC is that, while pixel precision vertical scrolling is "easily" achievable, pixel precision horizontal scrolling isn't. At least not in a universal way for all CRTCs, as far as I know. In horizontal you must rely on character scrolling, which is only apropiate for very fast scrolling games or "push scrolling" like GnG.

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Re: Genesis8 - Remake of Slap Fight (Alcon) by Abalore W.I.P.
« Reply #15 on: 23:13, 02 April 19 »
Pixel precise horizontal scrolling on all CRTCs is also very easy. Use two screens, like shown here:

https://www.youtube.com/watch?v=twCwbe1IgMo

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Offline abalore

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Re: Genesis8 - Remake of Slap Fight (Alcon) by Abalore W.I.P.
« Reply #16 on: 01:26, 03 April 19 »
Pixel precise horizontal scrolling on all CRTCs is also very easy. Use two screens, like shown here:



Yeah, it's probably combining the R3 trick with two sets of tiles (displaced by one pixel). It doesn't seem to have a big tile variety at all. In my case I just can't afford that technique, I can barely fit in memory the 256 different tiles per level in my game (I already use 3 screen buffers, tilemap, sprites, soundtrack...) . It would require to double the tile memory, which is out of consideration.


A plain R3 technique would give us a 2 mode 0 pixel precision, but take into account that a mode 0 pixel is double size in horizontal than in vertical, so a 2 horitonzal pixel scroll will be visually equivalent a 4 pixel vertical scroll. I'm not saying it's impossible, just not "easy". Having to double the tile memory fits the definition of "not easy" in my opinion. You can argue that the tile displacement can be done real-time, but then you'll waste a lot of precious CPU cycles.
« Last Edit: 01:42, 03 April 19 by abalore »

Offline Axelay

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Re: Genesis8 - Remake of Slap Fight (Alcon) by Abalore W.I.P.
« Reply #17 on: 07:00, 03 April 19 »

Yeah, it's probably combining the R3 trick with two sets of tiles (displaced by one pixel). It doesn't seem to have a big tile variety at all. In my case I just can't afford that technique, I can barely fit in memory the 256 different tiles per level in my game (I already use 3 screen buffers, tilemap, sprites, soundtrack...) . It would require to double the tile memory, which is out of consideration.


A further consideration with using preshifted tiles like that is that the leading edge column of pixels of a tile needs to be identical to the trailing edge column of pixels of the preceding tile, so that needs to be dealt with in some way, and is likely to either cost cpu or limit tile arrangement or design.


could a TATE mode work well on the CPC?  You could then leverage off the horizontal hardware scroll, potentially full screen


I think there are a couple of other things working against a TATE mode as well.


Primarily it's that with a standard orientation vertical scrolling screen sized to 32 characters wide, you have pretty much the ideal for fast screen addressing, with each line being an even 64 bytes long with no concerns about memory page changing in a pixel line, let alone screen address reset.  With a horizontal scroll it's the opposite, not only do you need to worry about a line of pixels having page changes, but also dealing with the position where the screen address resets and goes backwards by 2kb.  So it would complicate and slow screen addressing.


A small secondary possible issue, depending on your point of view, is that a score line is relatively easy to maintain as a screen split in the standard orientation below the play area, where if you were using a horizontal scroll, your only easy option would be a 'vertical' score line along the left or right side of the play area, which I suspect would not really achieve the 'arcade feel' I imagine a TATE mode would be aiming for.  There's options you could use for putting a score at the top or bottom of the screen, but the ones I can think of at the moment would use up more cpu time than a 'vertical column to the side' style score panel.


As abalore says, that doesnt mean it's impossible, but I think there is a lot more going for using a vertical scroll in standard orientation on CPC.

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Re: Genesis8 - Remake of Slap Fight (Alcon) by Abalore W.I.P.
« Reply #18 on: 16:31, 03 April 19 »
@abalore : Yes, "wasting" 32 KB for screens is a lot. However, one should take into account that lots of games use that anyway (even without pixel precise scrolling) to omit flicker und to build up a screen properly.
The "Burning Wheels" game runs in 64 KB. You could move to 128 KB to have 64 KB more for tiles. Today everybody has an X-MEM or RAM expansion anyway.  :)


Good luck with your projects!!!  :) :) :)
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Re: Genesis8 - Remake of Slap Fight (Alcon) by Abalore W.I.P.
« Reply #19 on: 17:33, 03 April 19 »
Today everybody has an X-MEM or RAM expansion anyway.  :)
Not everybody.  :-[
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Re: Genesis8 - Remake of Slap Fight (Alcon) by Abalore W.I.P.
« Reply #20 on: 18:15, 03 April 19 »
I think perhaps resolutions using the entire width, but 13 characters high (around 8kb RAM) gives a nice approx 16x9 aspect ratio too.  Games like slapfight ideally are in 3:4 aspect ratio, but honestly this remake of Slap Fight looks awesome!


Actually, i wonder how many TVs these days have a zoom option?  With the right resolution and using the TV's Zoom, we might 'almost' get a full screen game.

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Re: Genesis8 - Remake of Slap Fight (Alcon) by Abalore W.I.P.
« Reply #21 on: 19:29, 03 April 19 »
Not everybody.  :-[
Get one! Its worth every penny dozen times!  :) :) :)
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Offline abalore

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Re: Genesis8 - Remake of Slap Fight (Alcon) by Abalore W.I.P.
« Reply #22 on: 04:41, 04 April 19 »
You could move to 128 KB to have 64 KB more for tiles.


The game requires 128K already. A cartridge version compatible with 64K machines is also planned, probably based on a Dandanator device.
« Last Edit: 04:44, 04 April 19 by abalore »

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Re: Genesis8 - Remake of Slap Fight (Alcon) by Abalore W.I.P.
« Reply #23 on: 14:54, 04 April 19 »
Very nice!!!  :) :) :) 
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Re: Genesis8 - Remake of Slap Fight (Alcon) by Abalore W.I.P.
« Reply #24 on: 22:12, 07 April 19 »

https://youtu.be/MpPWc3VHE70
Slap Fight WIP , in Retro Pixel 2019 event ( Málaga - Spain )