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

Registered: Mar 2002
Posts: 842
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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2019-03-12 16:30
Golara

Registered: Jan 2018
Posts: 135
Quote: 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.


Rhino/BG said he's considering releasing the source code if enough people ask for it. He also stated there was no reverse engineering going on.

Quote:

@sim
Thanks!
We are doing it from scratch, without disassembling the original.
Still, I hope it's as fun to play in CPC as in Amiga!


Quote:

@sdsnatcher

Thank you!
At the moment it is not planned to publish the source code, but depending on how many people be interested it might be possible.
2019-03-12 18:47
JackAsser

Registered: Jun 2002
Posts: 1490
Quote: Rhino/BG said he's considering releasing the source code if enough people ask for it. He also stated there was no reverse engineering going on.

Quote:

@sim
Thanks!
We are doing it from scratch, without disassembling the original.
Still, I hope it's as fun to play in CPC as in Amiga!


Quote:

@sdsnatcher

Thank you!
At the moment it is not planned to publish the source code, but depending on how many people be interested it might be possible.


So, to get the correct bonuses, rules and scores etc they're just playing the game like mad and figure it out that way?!?
2019-03-12 19:24
enthusi

Registered: May 2004
Posts: 658
Or: looks like the original. All glory to the makers. Noone plays it in that version anyway :)
2019-03-12 20:39
Groepaz

Registered: Dec 2001
Posts: 9098
That is probably true indeed - it'll be enough if its playable and doesnt feel completely stupid. "Serious" players will play the original anyway :)
2019-03-12 20:52
pepto

Registered: Nov 2004
Posts: 35
Another interesting source for the Pinball Dreams scoring-system might be Vesa Halttunen (vesuri^daJormas), who spent some time working with the source code, as far as I know...

Quote:
I completely rewrote the game in C++/OpenGL from the original 68000 assembler source code in 2009. The rewrite includes 100% exact original gameplay
2019-03-12 22:31
JackAsser

Registered: Jun 2002
Posts: 1490
Quote: Another interesting source for the Pinball Dreams scoring-system might be Vesa Halttunen (vesuri^daJormas), who spent some time working with the source code, as far as I know...

Quote:
I completely rewrote the game in C++/OpenGL from the original 68000 assembler source code in 2009. The rewrite includes 100% exact original gameplay


Damn, didn't know about that. Really cool and sounds like a perfect source.
2019-03-12 22:31
JackAsser

Registered: Jun 2002
Posts: 1490
Quote: That is probably true indeed - it'll be enough if its playable and doesnt feel completely stupid. "Serious" players will play the original anyway :)

Probably true, but also not so fun to code. It's much more fun to stay true when porting imho.
2019-03-13 00:11
Groepaz

Registered: Dec 2001
Posts: 9098
The boring part isnt fun to code? Don't you say :)
2019-03-13 09:26
JackAsser

Registered: Jun 2002
Posts: 1490
Quote: The boring part isnt fun to code? Don't you say :)

Well. There are various levels of hell. Coding game logic is boring. Coming up with it and make it balanced and fun is even more boring, hence I'd rather port it without thinking.
2019-03-13 14:30
Digger

Registered: Mar 2005
Posts: 314
Let "AI" play the original and synthesise the rules. Easy.
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