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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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2004-09-07 09:29
WVL

Registered: Mar 2002
Posts: 898
and i finally thought of not just releasing a prv or a peak at the sourcecode, but my whole dev-package..

http://www.interstyles.nl/dev.rar

also, i have some questions :

could someone check why my visible screen-area is only 161 lines?

I think it should be 200-8(bigger border)-25(linecrunching) = 167. So i'm missing 6!

ALSO KEEP IN MIND EVERYBODY IS INVITED TO SPIT THROUGH THE CODE/GFX/WHATEVER AND SUBMIT CONTRIBUTIONS!

keep in mind the tool to make the collision-data is done by jackasser, not me, and it is beer-ware. ;) You can find it in the \pd\tools\pd dir.

you can start it with 'java PD', if you have a java-runtime environment installed.

you can compile and run the game by starting compile.bat. Notice that this will only work on windows/dos machines and will try to start winvice to start the game. Make sure you have it point to your own vice directory.

Same goes for the pdtool, to edit the bitmaps.

regards, Werner


2004-09-07 09:33
JackAsser

Registered: Jun 2002
Posts: 2014
Buhuhuhu, my Java tool is really bad written... :p Please don't flame me.
2004-09-07 09:36
WVL

Registered: Mar 2002
Posts: 898
Jackassers tool only works without problems in 32bit screenmodes ;) i just thought i mention it :)
2004-09-19 17:08
WVL

Registered: Mar 2002
Posts: 898
some teaser images

http://www.interstyles.nl/2x1mask.gif
http://www.interstyles.nl/1x1mask.gif
2004-09-19 20:45
Sledge

Registered: Sep 2003
Posts: 102
That looks awesome. Me wanna have... mmm pinball... more...

DOH!
2004-09-30 18:18
Monte Carlos

Registered: Jun 2004
Posts: 358
Hello WVL,

i always have the missing lines problem, when using fli grafics. If you switch the boder open and start the FLI three lines earlier with $d011=$38 instead of $3b, then you can display the whole 200 lines, but you have to do 20x(0<x<=7 i don't know exactly at the moment) lines FLI. I don't know the mechanism behind it, but it one of the first rasterlines seems to be more than 64 cycles long.
Perhaps this effect also occurs with linecrunching.

Greets Monte Carlos
2004-09-30 20:04
JackAsser

Registered: Jun 2002
Posts: 2014
The problem has been solved. Actually the was no magic other than waste of rasterlines. Maximum number of displayable lines are 200-8-25 i.e. 8 for hiding the finescrolling and 25 for hiding the piled up crunched lines. Atleast that was what my research concluded to.
2005-02-19 14:00
WVL

Registered: Mar 2002
Posts: 898
oh man.. so long without an update..

here goes :

-the new scroll routine is not in yet, but will be added some time after floppy
-same for the score-display routine

-physics & speed has improved a lot
-there's now collision detection between ball & flippers! but not 100% implemented yet (flipper is considered to be non-moving, so it's speed is not implemented yet -> results in ball getting stuck inside the flipper if you try to hit it)
-i activated the lower two bumpers above the flippers

some new teaser image with a possible charset :

http://www.interstyles.nl/fake1x1mask.gif

and the latest prv!

http://www.interstyles.nl/pd.d64

oh..

leftshift == leftflipper
/ == rightflipper
LIRA-key (pound-key) == shooter (in winvice it's mapped to INS)
joy2 == pick up ball and move it around
2005-03-20 15:14
devnull
Account closed

Registered: Sep 2003
Posts: 1
I am truly speechless man, that is fucking amazing......
2006-05-26 16:13
moz
Account closed

Registered: May 2006
Posts: 7
This may be a thicko question, but how do I get past the screen with the Griffin on it?
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