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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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2004-02-17 16:11
Matt

Registered: Apr 2002
Posts: 598
Quote: like this?

http://www.interstyles.nl/thewave.html


wow! looks pretty impressive so far.
keep it up dude!
2004-02-17 21:33
bugjam

Registered: Apr 2003
Posts: 2581
Yes, exactly! Thanks a lot!

-Bugjam
2004-02-29 00:05
bugjam

Registered: Apr 2003
Posts: 2581
One question came to my mind lately and I couldn´t think of an answer, as I don´t know the Amiga original: How does it work when you have multiball? I mean, which part of the screen is shown then?!?
2004-02-29 01:23
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Dreams was the first in the series, it doesn't have multiball mode.
2004-02-29 09:03
MacGyver
Account closed

Registered: Dec 2001
Posts: 149
Looks promising, thumbs up!
2004-02-29 14:20
WVL

Registered: Mar 2002
Posts: 898
Dreams has no multiball.. also the engine is not made for it. to be exact : it's impossible to do in this engine :)

I think Fantasies had multiball, and it always showed the ball closest to the flippers.
2004-03-16 20:05
Hurrican

Registered: Oct 2003
Posts: 10
No, Fantasies still didn't have Multiball, but Illusions had... :-)
And, yes, in Lowres it showed the ball closest to the paddles, but it would normally switch to hires (interlaced), where you could see almost all of the table at once.
2004-03-16 23:58
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
WVL: 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

What gravity data ?
Why don't you just code instead of using premade data ?

Or am I getting this the wrong way..

2004-03-17 09:30
MagerValp

Registered: Dec 2001
Posts: 1074
I'm guessing that the gravity data is used for the ramps and slopes on the table.
2004-03-17 12:17
WVL

Registered: Mar 2002
Posts: 898
Mager is correct :) Gravity is always pointing down, but THE RESULTING FORCE (which depends on the slope of the table) is not... the map holds the resulting force, not really gravity... imagine the ball going up on one of the ramps : it will feel a higher resulting force on those places then on the normal pinball surface. etc.
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