Pitfall
Pitfall
Started working on a new game last night, at the moment I'm just generating the screens to get a feel for the layout
(not all gfx have been added yet)
(not all gfx have been added yet)
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: Pitfall
Looking good, I like the way you can "see" the game on the beeb.
NuLA support is dead easy to add and could make for a very authentic looking port/version.
Were you planning on using the 2600 ROM or reimplementing the game?
NuLA support is dead easy to add and could make for a very authentic looking port/version.
Were you planning on using the 2600 ROM or reimplementing the game?
Re: Pitfall
Thanks, I've never coding with NuLA before, but I have bought the upgrade from Rob for my beeb, so will have to look into how it's done once the mechanics are all up and running.
I've planning on a reimplementation of the game, the 2600 hardware is a b*astard to understand
This screen shows the pond level, I'm still playing about with how the screen layout is generated
For info this is what I'm starting with before adding the rest of the tiles (I call it my base layer)
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
- TobyLobster
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Re: Pitfall
Looking good.
Re: Pitfall
I think that the most basic way to use NuLA is to define two versions of each colour that you already have and then such that using one colour works but if you have a NuLA then you get both.
This wouldn't really work for the screen you have as your two greens would become one big area of green without NuLA.
This is basically the way I did Frogger and Moon Patrol, but with Frogger it is slightly "tricky"er as I use flashing colours 0 for the top of the screen and 1 for the bottom, effectively allowing me three different magentas, brown, purple and magenta!
Anyway, you can also auto detect NuLA and in your example choose between dithered and a separate colour.
This wouldn't really work for the screen you have as your two greens would become one big area of green without NuLA.
This is basically the way I did Frogger and Moon Patrol, but with Frogger it is slightly "tricky"er as I use flashing colours 0 for the top of the screen and 1 for the bottom, effectively allowing me three different magentas, brown, purple and magenta!
Anyway, you can also auto detect NuLA and in your example choose between dithered and a separate colour.
Re: Pitfall
A great choice for your next game. Fond memories of playing this to death on the neighbours VCS!
Re: Pitfall
Thanks Toby
I was thinking I could use 2 of the flashing colours for the green leaves and change them to either dithered green / black or both NuLA dark green, although I might end up with no colours left to play with. Other possibility to to split the game in two, standard and enhanced and have the basic loader run the correct one, but I'm getting way ahead of myself as usual .tricky wrote: ↑Tue Jun 14, 2022 12:49 pm I think that the most basic way to use NuLA is to define two versions of each colour that you already have and then such that using one colour works but if you have a NuLA then you get both.
This wouldn't really work for the screen you have as your two greens would become one big area of green without NuLA.
This is basically the way I did Frogger and Moon Patrol, but with Frogger it is slightly "tricky"er as I use flashing colours 0 for the top of the screen and 1 for the bottom, effectively allowing me three different magentas, brown, purple and magenta!
Anyway, you can also auto detect NuLA and in your example choose between dithered and a separate colour.
I did start looking at River Raid at first, but got confused looking at the pseudorandom map generator, also my climbing and jumping experiments with my tech demo will help better in this game.
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: Pitfall
Maybe this helps understanding building the screens: https://evoniuk.github.io/posts/pitfall.htmlfizgog wrote:This screen shows the pond level, I'm still playing about with how the screen layout is generated
Or the sourcecode of the Atari: https://github.com/johnidm/asm-atari-26 ... itfall.asm
BTW would be great to see such a classic game ported.
Greetings
Kees
Last edited by oss003 on Tue Jun 14, 2022 2:51 pm, edited 1 time in total.
Re: Pitfall
After looking through the River Raid source and getting confused , I didn't bother looking in detail with the Pitfall source, but yes the first link you mentioned is the one I found last night which gave me the inspiration to do a beeb conversion.oss003 wrote: ↑Tue Jun 14, 2022 1:32 pmMaybe this helps understanding building the screens: https://evoniuk.github.io/posts/pitfall.htmlfizgog wrote:This screen shows the pond level, I'm still playing about with how the screen layout is generated
Or the sourcecode of the Atari: https://github.com/johnidm/asm-atari-26 ... itfall.asm
BTW would be great to see such a clossic game ported.
Greetings
Kees
I'm also running the 2600 game through Stella as it's been decades since I played it.
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: Pitfall
I'm wondering if it's a good Atom MPAGD candidate ......
Greetings
Kees
Greetings
Kees
Re: Pitfall
Good to see that your climbing and jumping techniques are going to be put to good use - they were looking fabulous.
As an aside this is a nice read on Atari and the VCS including a section on Pitfall. It’s not a coding book but provides some great insights into the challenges of creating software on the VCS back then and much more.
Last edited by Rob_hawk on Tue Jun 14, 2022 7:35 pm, edited 1 time in total.
- Lardo Boffin
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Re: Pitfall
Racing the Beam is a great read.
Good luck with Pitfall - a great game and done in a 4K ROM if I remember correctly?
Good luck with Pitfall - a great game and done in a 4K ROM if I remember correctly?
Adventure Language on GitHub
Atom, issue 5, YARRB + video noise killer
Elk
A number of econetted (is that a word?) Beebs
BBC Master, Datacentre + HDD, pi co-proc, econet, NULA
Atom, issue 5, YARRB + video noise killer
Elk
A number of econetted (is that a word?) Beebs
BBC Master, Datacentre + HDD, pi co-proc, econet, NULA
Re: Pitfall
Glad you approve of the book and yes I couldn't believe it when I read it was all done in a 4K ROM - Wow.
- Lardo Boffin
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Re: Pitfall
And lets not forget the 128 bytes of RAM!
Adventure Language on GitHub
Atom, issue 5, YARRB + video noise killer
Elk
A number of econetted (is that a word?) Beebs
BBC Master, Datacentre + HDD, pi co-proc, econet, NULA
Atom, issue 5, YARRB + video noise killer
Elk
A number of econetted (is that a word?) Beebs
BBC Master, Datacentre + HDD, pi co-proc, econet, NULA
Re: Pitfall
This is great news and a good start!
Pitfall is also a favourite game of mine from BITD and has been on my “would be interesting to port to the Beeb” list for ages. I’m glad someone has accepted that challenge! I look forward to seeing the progress.
Pitfall is also a favourite game of mine from BITD and has been on my “would be interesting to port to the Beeb” list for ages. I’m glad someone has accepted that challenge! I look forward to seeing the progress.
Bitshifters Collective | Retro Code & Demos for BBC Micro & Acorn computers | https://bitshifters.github.io/
Re: Pitfall
for Pitfall! for the BBC!
I think Pitfall game logics are/were fully explained somewhere.
After finishing this, just add "][" and bit other things and you have Pitfall ][ finished!
I think Pitfall game logics are/were fully explained somewhere.
After finishing this, just add "][" and bit other things and you have Pitfall ][ finished!
Re: Pitfall
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
- TobyLobster
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Re: Pitfall
Looking good. Is he running backwards, i.e. the order of the frames is reversed? Maybe it's just me.
Re: Pitfall
I think you may be onto something I'll add it to my list of things to doTobyLobster wrote: ↑Wed Jun 15, 2022 10:40 pm Looking good. Is he running backwards, i.e. the order of the frames is reversed? Maybe it's just me.
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: Pitfall
More changes last night with the following added
Fixed running animation
Added leaves graphics
Added alternative back colour?
Question
What background do people prefer original green or cyan?
New video
https://www.youtube.com/watch?v=ApOpTAFGwEI
Fixed running animation
Added leaves graphics
Added alternative back colour?
Question
What background do people prefer original green or cyan?
New video
https://www.youtube.com/watch?v=ApOpTAFGwEI
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: Pitfall
He’s looking great now running and jumping in full flow!
I prefer the cyan background personally. Having just watched both together I think the man and his animation stands out much better against the cyan than the green.
I prefer the cyan background personally. Having just watched both together I think the man and his animation stands out much better against the cyan than the green.
- Lardo Boffin
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Re: Pitfall
+1 for cyan. Looks awesome!
Adventure Language on GitHub
Atom, issue 5, YARRB + video noise killer
Elk
A number of econetted (is that a word?) Beebs
BBC Master, Datacentre + HDD, pi co-proc, econet, NULA
Atom, issue 5, YARRB + video noise killer
Elk
A number of econetted (is that a word?) Beebs
BBC Master, Datacentre + HDD, pi co-proc, econet, NULA
Re: Pitfall
+1
- marcusjambler
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Re: Pitfall
Really looking forward to this game
The cyan is easier on the eye me thinks
The cyan is easier on the eye me thinks
Re: Pitfall
Thank you for fixing his running. Both background colours are looking good, but maybe green brings more the feeling being in the forest. Cyan background is like he´s running on the very edge of the forest where there are just few trees. His yellow arms seem to vanish into cyan background, arms are a bit more easier to see against the green.
It´s not necessary, but will he grow some hair during the programming? Blue will be a good choice for hair for either background. Bald Harry is allright, though. He´s old anyway.
It´s not necessary, but will he grow some hair during the programming? Blue will be a good choice for hair for either background. Bald Harry is allright, though. He´s old anyway.
Re: Pitfall
Perhaps the background and tree leaves should be vice versa? Dotted green/black background to bring a dark forest feel, like an endless forest. And light green tree leaves above the player. Just a suggestion.
Re: Pitfall
funny I was thinking of making this my next game
looking great and the cyan background looks great too
fantastic work so far
looking great and the cyan background looks great too
fantastic work so far
Re: Pitfall
Thanks and sorry if you have made a start on it, or if anyone else has.
I’ll probably stick with the cyan for the standard version and then use proper colours if you have NuLA installed
I thought Tricky was trying to persuade you to do Mr Do’s Castle
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: Pitfall
dont be sorry that you started, its great to see it come to life and your work is quality
ive never been fond of mr do's castle (because im useless at it) so i wouldnt be the best tester of the game while writing it
the other game im thinking of attempting is Circus Charlie, theres a lot going on in this game that might be too much for the beeb ?
Last edited by lovebug on Fri Jun 17, 2022 12:14 pm, edited 1 time in total.
Re: Pitfall
I was tempted by that too, but I don't think that I'll ever get to it!
PS And you'd do a better job of it
PS And you'd do a better job of it