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Forums > C64 Coding > Pinball Dreams discussion forum
2003-02-13 19:16
WVL

Registered: Mar 2002
Posts: 898
Pinball Dreams discussion forum

Hey guys/girls,

instead of updating my homepage all the time, I though I could open a new thread here instead. This will also allow other ppl to comment on the development.

okay, so whassup at the moment?

Well, Last month I completely restarted from scratch on the code. Why? Well, first I wanted to concentrate more on getting the game to run in less memory, also I wanted to focus more on accurate simulation of the ball and some small other things...

What I have done till now :

1 - spawned the ball ;-)
2 - added gravity to the surroundings, the gravity data is now RLE encoded, so it doesn't take up much memory anymore. Used to eat 20 blocks of memory, now I think a map would use 3-4 blocks..
3 - I changed the gravity routine to use polar-based vectors instead of cartesean, much more accurate!
4 - added a debug mode to the movement routines, you're able to pick up the ball with the firebutton and move it around. Let go of the button and you drop it on the table again.
5 - Worked on an accurate (within 1 'bradian' degree) direction calculation routine. This routine will be used for both friction calculations and calculating new directions after collisions. So it needs to be
6 - added a (simple) friction routine.
7 - I put a small preview on the web ;-)

get it at http://www.interstyles.nl/pinball.rar

okay, what am I up to now?

1 - increase the speed accuracy to 24 bit, I need this because the friction only affects speed in the last 3 bits or so, so it's not accurate at all..
2 - add spin to the ball, so it is allowed to roll.. (also gives effect to the ball like top-spin and such)
3 - dunno yet, I'll see what is the next logical step after that.. probably the new method of collision detection, dunno..

I'm thinking of putting the sourcecode online as ascii file, so everyone can check it out...

Suggestions? Questions? other stuff?

greets, Werner
 
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2008-04-08 09:01
WVL

Registered: Mar 2002
Posts: 898
Quote: okay!
time for an update, please!
what's the latest news on pinball dreams? is it still in the making?


Yes, but I havent done much..
2008-04-08 09:13
Matt

Registered: Apr 2002
Posts: 598
well I'm happy to hear it's still being worked on and I hope I'm not the only one :)
thanks for the info
2009-03-09 22:11
bugjam

Registered: Apr 2003
Posts: 2583
Some time has passed since X2008 with the release of the marvellous Pearls for Pigs, the makers (esp. WVL :) have hopefully earned some well-deserved rest, so I am daring to give in to my nagging curiosity and push this thread up once more, in the hope of getting some positive news. Anything? :-)
2009-03-10 08:14
WVL

Registered: Mar 2002
Posts: 898
Quote: Some time has passed since X2008 with the release of the marvellous Pearls for Pigs, the makers (esp. WVL :) have hopefully earned some well-deserved rest, so I am daring to give in to my nagging curiosity and push this thread up once more, in the hope of getting some positive news. Anything? :-)

I made some small progress a couple of weeks ago :)
2009-03-10 15:33
bugjam

Registered: Apr 2003
Posts: 2583
Good to hear! :-) Small steps also get us closer to the goal. \o/
2009-12-15 13:47
AmiDog

Registered: Mar 2003
Posts: 97
Ping?
2009-12-16 06:52
HCL

Registered: Feb 2003
Posts: 727
Guess WVL is still in Peru somewhere. Perhaps not coding for the moment :).
2009-12-16 07:44
Graham
Account closed

Registered: Dec 2002
Posts: 990
Pinball What?
2010-01-28 12:26
WVL

Registered: Mar 2002
Posts: 898
I'm back on track and working on 2 tools to help me automate the whole process of changing things on the tables.

The tool I'm working right now prepares a bitmap from Timanthes by rearranging all the color attributes and dividing the bitmap up in parts ready for the game to use.

This way I now only have to pixel in Timanthes, save as prg and recompile and see the new bitmap in all it's glory in the game.

There's a couple of more stages that need to be automated to get this done completely though, the next step is to automate the filling of the empty places in the bitmap with collision data and I plan to tackle this next week.

All of this will make it a lot easier for me to work on the game, which I hope will bring the fun in doing it back ;)
2010-01-28 12:27
JackAsser

Registered: Jun 2002
Posts: 2014
Good work WVL! :) So all it took was an inspiration-injection from Mr. me? :)
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