Ghostbusters (Activision)

suggest games that you’ve always wanted to see on acorn platforms
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Rob_hawk
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Re: Ghostbusters (Activision)

Post by Rob_hawk »

ChrisB wrote: Wed Jul 12, 2023 7:41 am
Having said that attached is a small proof of concept for the driving section to understand how it might feel. This is Mode 5 and hardware scrolling - hence the 4 pixel movement. Mode 2 would halve this. There is no real optimisation here - for example the CRTC registers are all done with VDU 23. Z/X to move left right.

gbcar.ssd
It's great just to see this on a Model B and be able to move as well! The C64 big car was always great to see to very pleased that you are leaning towards a melange of versions.
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fizgog
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Re: Ghostbusters (Activision)

Post by fizgog »

Just found this comparison video with all the different versions

https://www.youtube.com/watch?v=exM9TsUTCRo

Taking the best bits from all versions that fit with the beeb is probably best way to go as you say.

Probably talking using different modes for the different sections, something like this

Mode 1
Title
Instruction / Forklift

Mode 2
Map

Mode 5
Car
Mini games possibly - might need palette switch or dithering though, otherwise it's probably mode 2 ?
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
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Rob_hawk
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Re: Ghostbusters (Activision)

Post by Rob_hawk »

There was also the tune on a music compilation at some stage in time.

https://www.youtube.com/watch?v=tvfu25w4hWg
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ChrisB
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Re: Ghostbusters (Activision)

Post by ChrisB »

Working on the city map... Not sure what do do for the roads at the moment.
citytest.png
citytest.png (8.84 KiB) Viewed 1745 times
Castle Defender, Untitled Dungeon Game, Night Ninja, Wordle, Waffle, Acorn Island, Beebchase, Ghostbusters
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fizgog
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Re: Ghostbusters (Activision)

Post by fizgog »

ChrisB wrote: Sat Jul 15, 2023 10:10 pm Working on the city map... Not sure what do do for the roads at the moment.

citytest.png

I like the dithered cyan/red effect to produce the grey road =D>
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Rob_hawk
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Re: Ghostbusters (Activision)

Post by Rob_hawk »

I’ll second that. I think the current road layout is clever and looks very good.
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Re: Ghostbusters (Activision)

Post by ChrisB »

Here's another ssd with the city layout. The buildings will all gradually flash red (in the same order each time as the random seed is fixed). This is in Mode 2. Street names to add next.
gbcity.ssd
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Dave_E
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Re: Ghostbusters (Activision)

Post by Dave_E »

I'm watching this thread avidly... :-)

If you could make an Electron-compatible version (even if you had to sacrifice the music), that would be great!
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ChrisB
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Re: Ghostbusters (Activision)

Post by ChrisB »

Hmm - the Electron would be a challenge. I've already got a custom sized Mode 2 and I think a dual mode display might be useful as well (status bar in higher resolution would help). However - I'd save space on the tune as it's only one voice ;)

Because this is looking like it might actually become a thing I've created a thread in the games under development viewtopic.php?f=53&t=27284
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