Subject: Re: [stella] Repository From: Piero Cavina <p.cavina@xxxxxxxxxxxxx> Date: Sun, 22 Feb 1998 10:58:36 +0100 |
At 21.17 20/02/98 -0800, you wrote: >Erik J. Eid wrote: > >> I know I would. The main thing that's kept me from starting a game has >> been seeing just how large and insurmountable that first step appears. > >It's not a large step. Seriously studdy Nick's "How to Draw a >Playfield", and start messing around with it. Getting all the right >tools together to successfully make a small change to this program is >really the first step. Once you've done that, it's just a matter of >finding the time to plow ahead. Erik has some good points, IMO. Programming the 2600 can be very hard, if you want a complex, single scanline resolution kernel like let's say Pitfall, but simple kernels like Combat, Adventure, Air-sea battle aren't such a nightmare. Maybe beginners are missing some advices about the path to take. I think that if a beginner starts disassembling Pitfall, he risks giving up after 10 minutes. My advice is to go on in small steps, like I did. 1- learn the basic concepts from the programmer's guide. And I mean "basic": don't waste time on VDEL, for example! What's the use of VDEL, anyway? ;-) 2- learn how to draw a playfield :) - compile that program and mess with it 3- forget the playfield, and experiment with player/missile graphics. Write a simple 2-sprites demo, learn how to position the sprites during VBLANK and experiment with collision detection. 4- add some playfield now >From this point onwards, you'll have to learn the "advanced" techniques. Probably this is the point where most beginners have troubles. Work in doble-scanline resolution for the moment. 5- This is the time for sprite reuse. To draw multiple copies of a sprite, you'll have to reposition it in the kernel. You'll have to store the x-positions in two ways ("normal" and fine-coarse), or to convert to fine-coarse in the kernel. Learn the pros and cons. 6- add some non-reflected playfield 7- try to put something else in the same space of the reused sprite, for example a missile. There will be lines where you must reposition a thing and enable something else. Then you'll be ready for a lame vertical shooter! :) 8- if you want, try to convert your kernel to single-scanline resolution 9- alternatively, swap the missile with a (monochrome) player. Add animation to either the player or the enemies. Remember, many 2600 games use one sprite for the player, and multiple copies of the other for the enemies. Berzerk, Oystron... :) 10- ad libitum.. :) Ciao, P. -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/stella.html Don't post pirate BINs to Stellalist. Be a programmer, not a pirate. Write the best game, win framed autographs of famous Atari alumni!!
Current Thread |
---|
|
<- Previous | Index | Next -> |
---|---|---|
Re: [stella] Repository, Greg Troutman | Thread | Re: [stella] Repository, Nick S Bensema |
Re: [stella] Double-ended carts?, Erik Mooney | Date | Re: [stella] Repository, Nick S Bensema |
Month |