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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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2019-02-24 09:51
hedning

Registered: Mar 2009
Posts: 4723
Quote: Wow, the CPC palette... it’s how the C64 would look if someone punched you repeatedly in the face, so your eyes are swollen and bloody, right before you look at the screen.

C64 palette is the best 16 colour palette out there and I won’t hear any different.


+1
2019-02-24 11:25
Adam

Registered: Jul 2009
Posts: 323
from the comments section:


the best? lol. imagine being this wrong? :)
2019-02-24 12:37
Jammer

Registered: Nov 2002
Posts: 1335
CPC is surely the most underappreciated and undiscovered platform among 8bitters. All those years Amstrad ports sucked ass and suddenly, motherfucking boom - Batman Group. I respect it no matter what.

http://www.pouet.net/prod.php?which=69651

Had my jaw dangerously low seeing that. Surely, it's for 128kb, but still.

And for fanboys - every 8bitter has great palette for certain purpose ;) Maybe except Speccy, unless you aim for perfect emulation of teletext xD Little Atari rules in that department anyway so I don't even understand why you care that much :P If only their gfx modes didn't suck cock :D
2019-02-24 13:46
chatGPZ

Registered: Dec 2001
Posts: 11357
not that much better really :)
2019-02-24 13:55
Jammer

Registered: Nov 2002
Posts: 1335
My favourite fixed pallette is NES anyway :D Still, CPC seems right for Pinball Dreams port which was initial assumption, I believe, and escalated quickly into butthurt babble without more sense ;)
2019-02-25 10:20
zzarko

Registered: Feb 2003
Posts: 76
"CPC is surely the most underappreciated and undiscovered platform among 8bitters." Then you maybe didn't hear about Enterprise 128... As with CPC, most games were straight ZX ports, without trying to use the machine capabilities. It has programmable graphics and sound chips, and, for example, Hungarian programmers coded for it ZX Spectrum and Amstrad CPC emulators that can load native ZX/CPC binary files (machine code games) and run them at (near) native speed. Emulation isn't perfect, about 15-20% games work nicely, but nevertheless impressive feat.

https://www.youtube.com/watch?v=5tYUMWT6Fow

In past few years many CPC titles were converted to E128, I hope that would be the case for Pinball Dreams also.

https://www.youtube.com/watch?v=XLaklSFPbO8

And I really hope that C64 port will be finished one day, as the preview version looks and works fantastic.
2019-02-25 15:24
Oswald

Registered: Apr 2002
Posts: 5086
c64 rules.

period.
2019-02-25 19:07
zzarko

Registered: Feb 2003
Posts: 76
Heh, my first computer was C64 (and my only computer till 2004!) and it has a special place because of that, but now I have a rather colorful collection and I like all my machines (and before someone asks, yes, I even have CPC 464/664/6128 and ZX 48/128/+2/+3). Ok, maybe C64 a bit more than the rest... :)
2019-03-12 13:37
AMB

Registered: Nov 2005
Posts: 15
Is it possible that this will be finnished one day? I wish I could help somehow, but I have zero coding skills... Hope somebody will take this project ON! Cheers!
2019-03-12 15:02
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: Is it possible that this will be finnished one day? I wish I could help somehow, but I have zero coding skills... Hope somebody will take this project ON! Cheers!

Eventually.

It's boring code left, I.e. the game engine. The pinball physics is fully implemented. The game engine requires reverse engineering of the original game. What would help is any of these:

1) Get the original sources from DICE. (Pantaloon?)
2) Ask nicely if Batman Group is willing to share the game logic code.
3) Do a full reverse engineering like I did with Eye of the Beholder.
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