Abductor
Abductor
Finally finished major project at work, so I have more time for the Beeb
Started disassembling the VIC20 game Abductor, by getting it run on the Beeb first in Mode 7 and then using the dissembler from the Beeb's emulators as they are a lot better.
Probably about 50% disassembled, but it seems to be fully working, albeit in Mode 7.
In game video can be seen here
https://youtu.be/h8FAXUt5Vws
Started disassembling the VIC20 game Abductor, by getting it run on the Beeb first in Mode 7 and then using the dissembler from the Beeb's emulators as they are a lot better.
Probably about 50% disassembled, but it seems to be fully working, albeit in Mode 7.
In game video can be seen here
https://youtu.be/h8FAXUt5Vws
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: Abductor
Nice fast shooter! Will look forward to this! (I think you should 'release' the Mode 7 port too, or include it as a hidden Easter Egg!).
I remember spotting the attached [variant] Abductor cover in with a bunch of BBC Micro tapes on ebay a number of years back, got all excited because I thought it might have been an unknown BBC Micro port but it turned out to be the Vic 20 version (I didn't buy it thankfully!).
I remember spotting the attached [variant] Abductor cover in with a bunch of BBC Micro tapes on ebay a number of years back, got all excited because I thought it might have been an unknown BBC Micro port but it turned out to be the Vic 20 version (I didn't buy it thankfully!).
Please subscribe to the ABug YouTube channel!
Re: Abductor
Could possibly have a Mode7 version when finished.
I was thinking going down the the route of Galaforce 2 where you can switch between Mode 1 and Mode 5, as not a lot of other games do that.
Moved a lot of code out into a constants file, which allowed me to centre the display better in Mode 7
Video is here, if you want to watch a demonstration
https://www.youtube.com/watch?v=Bzy8V_FQzK0
This is what it looks like in Mode 7 at the moment
I was thinking going down the the route of Galaforce 2 where you can switch between Mode 1 and Mode 5, as not a lot of other games do that.
Moved a lot of code out into a constants file, which allowed me to centre the display better in Mode 7
Video is here, if you want to watch a demonstration
https://www.youtube.com/watch?v=Bzy8V_FQzK0
This is what it looks like in Mode 7 at the moment
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: Abductor
Disassembled about 90% of the game, so thought I'd make a start on the proper Beeb version
Example Front end screen with ability to switch between Mode 1 and 5
This shows the hud and title using more than 4 colours ion Mode 1/5
Falling down white stars
Video is here, if you are interested
https://youtu.be/whzexGDcuVI
Example Front end screen with ability to switch between Mode 1 and 5
This shows the hud and title using more than 4 colours ion Mode 1/5
Falling down white stars
Video is here, if you are interested
https://youtu.be/whzexGDcuVI
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: Abductor
Title screen and blinking/scrolling stars look the business!
The mode switching is a great touch, I'd have loved to see more games take this approach back in the day (I was always well impressed with Spy Hunter, wished Arcadians had a similar feature!). The switching looks great in your Abductor port already!
Looking forward to the next update!!
The mode switching is a great touch, I'd have loved to see more games take this approach back in the day (I was always well impressed with Spy Hunter, wished Arcadians had a similar feature!). The switching looks great in your Abductor port already!
Looking forward to the next update!!
Please subscribe to the ABug YouTube channel!
Re: Abductor
Started to add beeb sprites
Added player ship with left and right movement
Added humanoids
Added alien sprites with partial movement, (need to finish disassembling the last of the ZP values)
Video is here
https://youtu.be/m2jFdlS9I9k
Added player ship with left and right movement
Added humanoids
Added alien sprites with partial movement, (need to finish disassembling the last of the ZP values)
Video is here
https://youtu.be/m2jFdlS9I9k
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: Abductor
Added 6 colour Mode 1 loader image
Stopped stars from going below the ground
Some more work on the alien attack patterns (still needs seem work)
NB Slowed down animation for testing purposes
Mode 1/Mode 5 toggle also needs fixing as it toggles to fast
Video is here
https://youtu.be/qRd-PIm-m9U
Stopped stars from going below the ground
Some more work on the alien attack patterns (still needs seem work)
NB Slowed down animation for testing purposes
Mode 1/Mode 5 toggle also needs fixing as it toggles to fast
Video is here
https://youtu.be/qRd-PIm-m9U
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
-
- Posts: 215
- Joined: Tue Jul 03, 2007 10:40 am
- Location: italy
- Contact:
Re: Abductor
Thanks for the effort, it is always nice to follow the development of new code. I just watched the video and there appears to be a strange pattern on the attack wave leaving the enemy sprites behind, it is how it should behave or is just a temporary solution?
Re: Abductor
No it’s not supposed to do that, I need to add the humanoid capture code and disassemble a bit more of the alien codenicolagiacobbe wrote: ↑Sat Apr 06, 2024 11:38 am Thanks for the effort, it is always nice to follow the development of new code. I just watched the video and there appears to be a strange pattern on the attack wave leaving the enemy sprites behind, it is how it should behave or is just a temporary solution?
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: Abductor
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: Abductor
Started to map out the wave data last night, as it will need changing to fit into the 20x32 beeb display
This is from level 1
Which can be seen in this image
NB I did notice a bug in the original, seems you cannot protect the first humanoid as the ship cannot travel to the furthest left space
This is from level 1
Code: Select all
;----------------------------------------------------------------------------
; Wave Data ; L1B38
;----------------------------------------------------------------------------
; 5 waves of data
; Each wave is terminated by $00
; first 4 bytes are alien character frames (max 4 frames)
; Each level is 40 bytes
; Second value is generated from the first value using 4 ROR A
; Example $33 becomes $63
; %00000000 - NONE
; %00000001 - LEFT
; %00000010 - RIGHT
; %00000011 - (LEFT RIGHT Cancel)
; %00000100 - UP
; %00000101 - UP LEFT
; %00000110 - UP RIGHT
; %00000111 - UP (LEFT RIGHT Cancel)
; %00001000 - DOWN
; %00001001 - DOWN LEFT
; %00001010 - DOWN RIGHT
; %00001011 - DOWN (LEFT RIGHT Cancel)
;----------------------------------------------------------------------------
.waveData
;EQUB $09,$0A,$0B,$0C ; alien sprite1 frame 1-4
EQUS "1111" ; Use Beebs character set
; Following expanded out
;EQUB $33,$62,$22,$22
;EQUB $22,$22,$22,$22,$22,$2A,$AA,$89
;EQUB $91,$15,$6A,$A8,$88,$88,$99,$91
;EQUB $55,$51,$98,$88,$88,$A2,$26,$44
;EQUB $45,$55,$55,$54,$46,$66,$62
;EQUB $00 ; Terminator
EQUB $33 ; , $63 %01100011 - (LEFT RIGHT Cancel)
EQUB $62 ; $62 %01100010 - RIGHT , $46 %01000110 - UP RIGHT
EQUB $22 ; $22 %00100010 - RIGHT , $42 %01000010 - RIGHT
EQUB $22 ; $22 %00100010 - RIGHT , $42 %01000010 - RIGHT
EQUB $22 ; $22 %00100010 - RIGHT , $42 %01000010 - RIGHT
EQUB $22 ; $22 %00100010 - RIGHT , $42 %01000010 - RIGHT
EQUB $22 ; $22 %00100010 - RIGHT , $42 %01000010 - RIGHT
EQUB $22 ; $22 %00100010 - RIGHT , $42 %01000010 - RIGHT
EQUB $22 ; $22 %00100010 - RIGHT , $42 %01000010 - RIGHT
EQUB $2A ; $2A %00101010 - DOWN RIGHT, $42 %01000010 - RIGHT
EQUB $AA ; $AA %10101010 - DOWN RIGHT, $4A %01001010 - DOWN RIGHT
EQUB $89 ; $89 %10001001 - DOWN LEFT , $28 %00101000 - DOWN
EQUB $91 ; $91 %10010001 - UP LEFT , $29 %00101001 - DOWN LEFT
EQUB $15 ; $15 %00001111 - NONE , $A1 %10100001 - LEFT
EQUB $6A ; $6A %00001111 - NONE , $A1 %10100001 - LEFT
EQUB $A8 ; $A8 %10101000 - DOWN , $08 %00001000 - DOWN
EQUB $88 ; $88 %10001000 - DOWN , $08 %00001000 - DOWN
EQUB $88 ; $88 %10001000 - DOWN , $08 %00001000 - DOWN
EQUB $99 ; $99 %10011001 - DOWN LEFT , $29 %00101001 - DOWN LEFT
EQUB $91 ; $91 %10010001 - LEFT , $29 %00101001 - DOWN LEFT
EQUB $55 ; $55 %01010101 - UP LEFT , $A5 %10100101 - UP LEFT
EQUB $51 ; $51 %01010101 - UP LEFT , $25 %00100101 - UP LEFT
EQUB $98 ; $98 %10011000 - DOWN , $09 %00001001 - DOWN LEFT
EQUB $88 ; $88 %10001000 - DOWN , $08 %00001000 - DOWN
EQUB $88 ; $88 %10001000 - DOWN , $08 %00001000 - DOWN
EQUB $A2 ; $A2 %10100010 - RIGHT , $4A %01001010 - DOWN RIGHT
EQUB $26 ; $26 %00100110 - UP RIGHT , $C2 %11000010 - RIGHT
EQUB $44 ; $44 %01000100 - UP , $84 %10000100 - UP
EQUB $45 ; $45 %01000101 - UP LEFT , $A4 %10100100 - UP
EQUB $55 ; $55 %01010101 - UP LEFT , $A5 %10100101 - UP LEFT
EQUB $55 ; $55 %01010101 - UP LEFT , $A5 %10100101 - UP LEFT
EQUB $54 ; $54 %01010100 - UP , $85 %10000101 - UP LEFT
EQUB $66 ; $66 %01100110 - UP RIGHT , $C6 %11000110 - UP RIGHT
EQUB $62 ; $62 %01100010 - RIGHT , $46 %01000110 - UP RIGHT
EQUB $00 ; Terminator
Which can be seen in this image
NB I did notice a bug in the original, seems you cannot protect the first humanoid as the ship cannot travel to the furthest left space
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: Abductor
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: Abductor
Bit more work done
Added level 2 sprites and attack pattern
Plugged humanoid code back in, so aliens can take them and drop them as skulls
https://youtu.be/UinJJyGiEp0
Slight bug, leaving alien sprites behind when they begin the dives
Added level 2 sprites and attack pattern
Plugged humanoid code back in, so aliens can take them and drop them as skulls
https://youtu.be/UinJJyGiEp0
Slight bug, leaving alien sprites behind when they begin the dives
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad