Inferno #08
30 ноября 2005
  Игры  

Gamedev - The history of the game Pang.

<b>Gamedev</b> - The history of the game Pang.
          Pang 16C

                    1.



   When started in 2005, I did not think
that this year's Fill in any game. I
planned only to advance the state
yanie some of my old gaming project
elements (between the business was launched a new, very
large). But a trip to Moscow to Chuunin wasps
Tawil my impressions - I saw the game on
ATM and "Sprinter", assessed their strengths and mine
CLI also realized the benefit of the regime "color
to the point "and decided to put himself just the same. On
how he is going (and he is going to
very easy), see the separate article.
I must say that at first my mind when
was another organization of color outputs -
through an extra buffer, and the extra resistors - but
I looked carefully at the description of the ATM and
borrowed from there is much more simple
way.


   Why does my head had not occurred
16-color mode? I do not know. There was some
lock in the head associated with Multi
Color - rulez. "As you will remember for IG # 5, I
even wrote one (and to this day the only
vennuyu to ZX) game to game multikolore.Eta
could be tuned to the hardware multi-
color, but it works without the gadgets. This
the game was the only program in
society, which supports the lotion "apparatus
inverse multicolor "(# eff7 bit 0). Never before,
or since no one within this lotion does not
written. It turned out that it is useless. AND
This, in principle, naturally, once I realized
 it's too late.

  1. However much I finished the converter
Multicolor images are obtained by band
Tide. Since nothing can be done. And to pu
poke Multicolor pictures manually, well
 zhno be a maniac.

  2. The games are not colored sprites can move
gatsya horizontal pixel by pixel. More precisely,
it will have to draw and independently
paint 8 variants of the same
sprayta.Takaya perspective, of course, there is little
Who ulybaet.Ved even one sprite disclosure
 Sit in a multicolor easy.

  3. Demos do not show the real
velocities hardware multicolor. In
demos (and the editor 8col) familiarity, as
typically have a height of more than one pixel
la. Usually height - four piksela.Chto it
mean? So this is what the demo obrabaty
Vaeth not 6144 bytes of attributes, but only 1536.
The gain in speed - is essential. In the apparatus
converse multicolor these bytes are always 6144,
whatever one may say. That is, if the editor 8col
converted into a hardware multicolor, this
editor will nefreymovym. Same with right
Multicolor kticheski any effect.

   In understanding the scheme of hardware multicolor
must have been driven not by a single signal
 scrap, and FIVE:

   1. Resolution switching addresses A8V.

   2. Resolution switching addresses A9V.

   3. Resolution switching addresses A10V.

  4. Resolution addressing the attributes of a similar
 Similarly mask.

  5. Separate Bright for INK and PAPER.

   If the hardware multicolor real
Indeed possessed all of these managers
discharge, under him, probably even wrote
to demo. It is only with the help of separate
Switching addresses can be represented by all
regimes Eye Ache 2 and Stellar Contour with
processing speed is not lower than the originals
le. Unable to paragraph 4, not with the convenience of
allocate screen 4x4 (multikolo
rnye chunks). With the help of paragraph 5, we extend
Would palette twice.

   But none of this was done, was
invented a primitive switch, under which
could only display static car
roughcast.

   However, in the above ideal
a multicolor anything other than demos, not
pulled.


   Device color on the point of "going
over the same purpose, clumsy "hardware
multicolor "(because in the scheme multicolor
present half of all that is needed to
"Color point"! "), Being thus
the new version of the scheme. Collect, try it.
Nothing complicated. Actually make a practical
 virtually any model ZX 128k.

   Note that in this mode
poses no problems scrolling
2 pixels on the screen! There are also no problems with
in order to impose a sprite on the background (you can
even impose a whole byte). 8 copies
sprite, as you know, is not necessary, it is sufficient
exactly two. Or one.


   At that moment, when it was designed to
ntseptsiya 16 (15)-colored lotion, for some reason
disappeared at the same time John and KSA-7G, and I
(I can not help myself) I'm afraid
one even begin soldering. Fortunately, John
some time yet come, and
pomog.No we lost the race SAM Style - he
3 days earlier wrote the first program
under our scheme (which, however, in contrast
from ours, does not exist in hardware - in it for 25
blocks:)). On the other hand, our scheme
was published a few days prior to
phenomenon scheme SAM Style. But because of delays
game under this regime was written later,
than planned, but without the game, I could not have you
let room (who needs a device without
software?).

   However, how the game was written, you're talking about
read in another section of the magazine, but this
Section I, in fact, to tell how
play it:)


                    2.


   Game Pang is a set of
screens (countries) on each (each) of
which you must pass three urovnya.V ori
ginale levels differed geometry variables
town, but I decided not only to change
Niemi number of monsters. Number of screens, I
also reduced.

   Monsters in Pang - it bubbles, which
need razbivat.S first time a large n,
zyr not burst, and is divided into two averages.
Medium - two small ones. In the fission of
bladder can fall out the prize. For the taking
prizes are awarded points.

    Prizes:

  1. Alarm clock. Freezes monsters. From
 Frozen monsters do not drop out prizes.

  2. Hourglass. Add some
 amount of time.

  3. Harpoon. After the capture of the prize, your
Harpoon gets an opportunity to engage in
 ceiling and hang there for awhile.

  4. Double harpoon. After taking this
prize can throw a harpoon and when
previously banned from flying harpoon. Old harpoon
together with the rope disappears when throwing
 new.

  5. Machine gun. Allows you to shoot bullets.
Be careful with this weapon - if you killed
all the monsters, time still flows, and may con
 It can happen until the bullets fly!

  6. Life. Falls from horses. Horse
appears only if you
 exactly one life.

  7. Apple. Only adds to the score.

   The same prize does not fall twice
at the same level (but, of course, if
the hero dies, the flags in use
call reset, and each prize will there appeared
tsya again).

   The game objective: to earn maximum points.
Points are awarded not only for prizes, but still
and a slew of monsters, and for the time ostavshe
seanmcsean after the victory. I especially did not flirting,
but, nevertheless, gained about 5500 points.
Weakly to kill? :)


   Naturally, in a version for the ATM implied
It turns out that the ATM turbo 2 (version 6 or
7), garnished with glitches, which, when switching
chenii videomodes exchanged addresses a5 .. 7
<-> A8 .. 10. For cards sold NedoPC,
Gluck net.Ubiraetsya this he (the version
7.10), I quote "Turbo 2 + Assembly and Con
figuration Manual "on 13/04/2005:
==========================================
3) To eliminate the entanglement of memory
switching from screen to screen Sinclair
CP / M, take legs D65.13 and cut off from her
Signal DMX, instead, on this 13th leg
catches a signal CMX (this inverse DMX -
D68.9).
==========================================

Alone Coder


                    3.


   Pang game goes on the trail platfo
rmah:


        Arcade (gaming machines)

Pang (1989)
Super Pang (1990)
Pang! 3 (1995)
Mighty! Pang (2000)


           Consoles (Consoles)

Amstrad GX4000 (1990)
 Super Nintendo (1992,

                  "Super Buster Brothers")
Nintendo Game Boy (1993)
Sony PlayStation (1997,

                  "Super Pang Collection")


          Computers (PCs)

Amstrad CPC + (1990)
Atari ST (1990)
Commodore Amiga (1990)
Commodore C64 (1991)
Sinclair ZX Spectrum (1991)


        Others (other devices)

Mobile phone [Nokia 7650] (2003)


   The concept of the game was developed by Pang
Mitchell.

Programmers: Hospitel Masa,

              Mamichan Otona
Composer: Tamayo Kawamoto
Designers: Hiramattyo,

              Oyuu
Leader: Kihaji Okamoto


   AY-music version for ZX Spectrum
(1991) is the same as the arcade auto
mate, but perepisanaya by AY (in the original
there FM-chip YM2413). Who reworked - found
Tea did not succeed. It is likely that Tony
Williams (on this there is an allusion to the "YM index




Other articles:

Inferno - The authors of the magazine.

Inferno - Entered from the editor.

Inferno - Errors in the previous numbers.

Inferno - On the shell.

Iron - CD-ROM - a device and Tricks connection.

For Coderz - CD video on the ZX. How to write a video player with CD-ROM.

Softinka - Technical Reference disk system DISCiPLE / + D.

For Coderz - Small programmers' tricks.

Mathematics - The history of the solution of Fermat's theorem.

Gameland - Game Shestnashki.

Softinka - a description and history of the program to work with hard disk HDDoctor v0.9.

Secrets - The X button in different applications: Wolfenstein'2004, IG # 5, ACEdit, DNA OS, Wild Disk Copier.

Softinka - Improved graphics converter Gigascreen.

Sound - tube amplifier. Stereo lampochnik 2x5 Tues of old TVs.

Iron - Overview of cassette players.

Inferno - Letters to the Editor.

Gamedev - The history of the game Pang.

Gamedev - Tips for writing an arcade game.

Advertising - Ads by Roman Chuunin.

Advertising - Ads by Alexei Zhabina.

Advertising - Ads by V. Bogdanovich.

Interview - Interview with Nikolay Rodionov, author of popular books for the ZX Spectrum

For Coderz - The calculation of trigonometric and algebraic functions in a high-level languages.

DIY - scheme of 16-color video mode v1.1 for the Pentagon.

Iron - Description of Products K555TL2.

For Coderz - Programming device sound generation Turbo Sound.

Softinka - 384x304 viewer. program allows you to view color pictures, is larger than the screen.

Softinka - ZX Spectrum emulator for ZX Spectrum.


Темы: Игры, Программное обеспечение, Пресса, Аппаратное обеспечение, Сеть, Демосцена, Люди, Программирование

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