From the what should I write next thread:
Here are the sound tunes played, well, about half the ones in the game, but this is at the limit of my current encoding schemes (about 1.75K)! start_music
in_game_music - played at 1/2 volume as it is apparently 50/50 love/hate and is played at three different speeds in game
last_one_sound
stage_clear
monster_moving
extend_sound - will be used for new high-score
bonus_sound
hurry_up_sound
miss
game_over
game_play
The sound chip in the arcade game doesn't have "noise", so I am planning on replacing some of the "effects" with noise based ones.
Any devs out there, 1.75K seems massive for sound, but does it seem reasonable for the sounds on the .ssd.
They are transcoded from the original chip writes (hacked MAME + custom converter) so have more detail than simple notes.
I was going to make it based on playing the arcade version as I couldn't find anything about the "AI" or anything else.
fizgog pointed to the original 7800 source code by "Namco Limited" https://github.com/videogamepreservation/digdug-7800.
Initially I had been put off by the squashed looking screen and GFX but it looks like it plays quite well, so I might try the logic from there.
I didn't play DigDug it as a kid more than a couple of times so there is a lot for me to learn.
I found a couple of walkthroughs: https://retroist.com/dig-dug-strategy-guide/ and https://strategywiki.org/wiki/Dig_Dug
and fwibbler found a modern one probably running an emulator: https://www.trueachievements.com/game/D ... kthrough/2
It would be great if someone knew the rules so that I can get them right first time
It wasn't until I looked more closely that I realised that the arcade version is 224x288!
I'm planning on combining the status parts and removing the 1/2 row of dirt near the top as I can't see a use for it and it simplifies the logic a little
Memory usage so far:
Pages (256 bytes / 1/4K)
Code: Select all
64 screen, could save 1/2K by shrinking the status line to one char row.
15 sprites
8 save and restore buffers for sprites, currently last 32 bytes spare per page
8 tiles, font, dirt etc
7 tunes
3 sprite code
1 main game loop
3 init level
1 interrupts and util functions
The emulator squashed the image a bit, but it should be 256x256 (well, 512,125 as it is 2X)
There is a problem with timing at the moment, I think I have deleted some initial sync code as the sprites shouldn't flicker! There are no controls, just the intro tune which then goes into the looping background music at 1/2 volume to hoefully make it less annoying to those who aren't fans.
If you know any "rules" of the "AI" I would be glad to hear them otherwise, it will be play testing time before they get spotted!
All questions welcome as ever, code or anything else, just remember I have no talent for gameplay or graphics and negative talent for sound!
PS Looks like the sound is completely broken on b-em and partially broken on beebjit, but beebjit has no flicker - who knows what I have done!
PPS Beeb has no flicker and sound matches beebjit (as expected )
The demo sound disc works fine, so I have a second issue to look at in what I did in-game!
PPPS flicher changes from run to run, so I do have something wrong with that too
and I can't work out why the green stones are less dense than the red ones!