Inferno #08
30 ноября 2005 |
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Gamedev - 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
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