> that the routine checks BOTH fire buttons.
whops, got the point!
> One of them will make you do the first move (always as black,
> unfortunately - I'll see if I can change that) and the other one
> will make the computer do the first move. Thus it will look
> like 4-1 instead of 2-2.
why not changing it a bit? left button = player uses white, right button = player uses black. you can do that by "swapping" the colour definition for the dots operated by player and cpu.
in such case, i'd always let the player move first.
or, if you want to make the game like the commercial creativision games:
- boot -> game in demo mode (to design at will... might even be an empty playfield with blinking dots randomly, or the "purple dots" making the external frame change colour or shape)
- press RESET -> game into "SELECT MODE". when in select mode, by pressing the left/right buttons, you select which mode, example:
1=P1 white, P1 starts
2=P1 white, CPU starts
3=P1 black, P1 starts
4=P1 black, CPU starts
> I can increase the joystick delay so it doesn't move so fast.

> Also the flashing cursor is subject to alteration, although I
> kind of like the idea that it looks like a marker. What I can
> do is to add code to have the cursor skip already placed
> markers, but it means more complexity.
hm... i dont like the idea of skipping the placed dots. a "target" marker-shaped sprite is the best choice in my opinion.
> Of course the CPU can be delayed a bit or add some sound.
> For more complex games, the CPU gets a little bit slower
> after a while.
so are you planning to add hard/easy modes? wow! this means that you really *must* add the "select" mode

> As for graphics, the dots in my version of FunnyMu are purple, not cyan.
sorry i meant purple but i wrote cyan!
> The border can absolutely be prettified, and use at least up to
> 8 different characters in its tileset. I just wanted something that
> is easy to draw to start with. When it comes to the board, it is
> supposed to be dark green with medium green squares inside each
> position.
i'll try to design some graphics and will show you my idea. maybe you'll like it
> As you mention black squares and cyan dots, it sounds like your
> installed emulator is broken or misconfigured?
no it's just my minde which is misconfigured

the "black squares" I meant the black lines that stay between green squares
> I used the official VDP colour numbers all the way and get expected colours
> on my installed version of FunnyMu.
I suggest you to use also CvEmu2, because there's also the EXTERNAL BORDER (the area outside the 256x192 pixels display) emulation, which FunnyMu hasn't. If you decide to leave the black background, you should also make sure that the external border matches the same colour.
Or if you decide to change the background color (I would personally do so, and make the game a little bit more colourful) that's an absolute must-do.
> I have studied a half dozen different implentations on other VDP-based
> machines. Some of them have a checkered board (e.g. Daniel Bienvenue's
> Reversi for Colecovision) but I'm not so sure that is a proper look.
> There is another type of layout with black lines completely separating each
> square, but it makes the markers 8x8 pixels instead of 16x16 and I think
> that looks too tiny. See my RetroChallenge blog for more pictures.
will do

> Your last suggestion to make the dots 3D, I don't know how that would be
> doable. Surely one could put some kind of fine checkered shadow below,
> but it would just look ugly. As for a truely isometric view, I think colour
> limitations would require a major rethink to make it work. Not this
> time...
ok i wasn't capable of explaining my idea at all. at this point i really need to design you a gif/bmp of what i have in my mind.
i'm at work now, will do this in the afternoon

thanks for taking the time to read and reply my suggestions
