WIP: Reversi

Talk about programming of homebrew games only.
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MADrigal
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Re: WIP: Reversi (was Othello)

Post by MADrigal » Mon Jan 21, 2013 2:06 pm

> Based on the FunnyMu behavior, this is already taken care of. Apparently
> something is initiated so the boot screen doesn't show again.

yes i suppose that too. the bios program you execute when displaying the "cv" logo probably sets some "flag" in cpu RAM.

> 0,0,7,31,63,127,127,127
> 0,0,224,248,252,254,254,254
> 63,95,103,56,31,7,0,0
> 252,250,230,28,248,224,0,0

what's that? looks like spritedefs... a circle?
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carlsson
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Re: WIP: Reversi (was Othello)

Post by carlsson » Mon Jan 21, 2013 10:52 pm

Half of the improved graphics plugged in. I still need to implement the alternating background colours, surrounding graphics and perhaps try other background colours. The slash character was defined by me.
reversi4.gif
More graphics data for markers rotated 90 degrees (yes, I'm using the forum as a temporary scratch pad :lol:)
0,6,13,27,27,55,55,55,0,224,240,248,248,252,252,252
55,55,55,27,27,13,6,0,252,252,252,248,248,240,224,0
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Re: WIP: Reversi (was Othello)

Post by MADrigal » Tue Jan 22, 2013 3:57 pm

nice add :-)

so, i suppose the actual game engine is done and bug-free, is it?

about the border, i sent you very preliminary graphics, based on the fact that you told me you're willing to use 8 characters only. would you rais that number to 16? i have ideas for a more good-looking border, "baroque" style, but 8 chars is not enough.

ps. thanks for crediting "Creativemu" on the game, but it's really not needed, I've done so little for this game :-)

pps. i need to convert that data into binary. will do it now :-)
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Re: WIP: Reversi (was Othello)

Post by carlsson » Tue Jan 22, 2013 4:04 pm

Sure, you can use 16 characters for decoration. I will update later tonight when/if I have some progress. Apart from a CPU v CPU demo mode as you proposed, I'll look into the option to have two human players. To ensure full compatibility, I'm considering a kind of mode selection menu to the right:

> 1UP WHT
| 1UP BLK
| 2UP
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Re: WIP: Reversi (was Othello)

Post by MADrigal » Tue Jan 22, 2013 5:22 pm

> Sure, you can use 16 characters for decoration.

i made a couple of combinations, look at attached picture, hope you like it. both schemes total 16 characters.

i also designed 2 animations for the "flipping": one flipping horizontally, the other vertically. the total characters used for animation over a checkered background is 48 (3 frames x 4 tiles x 2 fg-colours x 2 bg-colours)

> I will update later tonight when/if I have some progress. Apart from a CPU v CPU demo mode as you
> proposed, I'll look into the option to have two human players.

that's GREAT and very very creativision-like style :-)


> To ensure full compatibility, I'm considering a kind of mode selection menu to the right:
>
> ....

hm... why not keeping the game in creativision-like style? my idea:

- pressing RESET in demo mode goes into SELECT mode.

- mode 1 is selected (example, 1P white, CPU black).
- "01" is displayed in the top center of the screen (row1, col. 15+16)
- text "1UP" in white (1st row) and "CPU" in black (2d row)

- press any joystick button (JOY1 B1/B2 or JOY2 B1/B2) to change game mode

- mode 2 is selected (example, CPU white, 1P black):
- "02" is displayed
- text "CPU" in white (1st row) and "1UP" in black (2nd row)

- press any joystick button (JOY1 B1/B2 or JOY2 B1/B2) to change game mode

- mode 3 is selected (example, 1P white, 2P black).
- "03" is displayed
- text "1UP" in white (1st row) and "2UP" in black (2nd row)

- press any joystick button (JOY1 B1/B2 or JOY2 B1/B2) to change game mode
- mode 4 is selected (example, 1P white, 2P black).
- "04" is displayed
- text "2UP" in white (1st row) and "1UP" in black (2nd row)

- press any joystick button (JOY1 B1/B2 or JOY2 B1/B2) to change game mode.

- ...back again to mode 1 :-)

- no need to specify "press buttons to select game" on screen, because there's the joystick overlays specifically made to let players know which buttons need to be pressed to "select" and "start" :-)

- in every mode, press any A..Z or 1..9 key to start. at startup, a small jingle plays, then game begins. :-)

this is exactly the behaviour of a "commercial" Creativision game. not very "user-friendly" but who owns a creativision, or who plays any other creativision games, should know this! ;-)


PS: about the slash you designed, it's 1-pixel above the other characters
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Re: WIP: Reversi (was Othello)

Post by carlsson » Tue Jan 22, 2013 11:17 pm

Thank you again for your valuable (I mean it) suggestions and the graphics. I expect the next update in the weekend.
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Re: WIP: Reversi (was Othello)

Post by MADrigal » Wed Jan 23, 2013 7:35 am

Hm I just changed my mind on the glipping animation frames (found a better solution). Will need 8 frames, not 6.

I'll design the graphics this afternoon and post it here. Have to go to office now, sorry. :-)
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Re: WIP: Reversi (was Othello)

Post by MADrigal » Wed Jan 23, 2013 2:20 pm

Hello again.

I added a frame to the "horizontal flip" animation, making the whole animation look more "roundish": the marker makes a full turn around the horizontal axis, with colour changeing from one colour to the other when the marker is seen from the thin side. Un my opinion it's very realistic. :-)

So it's a total of 112 chars (7 frames x 4 chars x 2 colours x 2 backgrounds).
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Re: WIP: Reversi (was Othello)

Post by carlsson » Wed Jan 23, 2013 4:55 pm

I'm sure it will look nice. Roughly speaking we have now filled 75% of the character space when allocating 256 characters * 8 bytes. I'm afraid all affected markers will have to be visually flipped in parallel or at best row by row, not one by one as it would complicate the routine a lot.
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Re: WIP: Reversi (was Othello)

Post by MADrigal » Thu Jan 24, 2013 5:37 pm

> I'm sure it will look nice.

:-)

> Roughly speaking we have now filled 75% of the character space when allocating 256 characters * 8 bytes.


hm... incl. the 7 frames I designed?


> I'm afraid all affected markers will have to be visually flipped in parallel or at best row by row, not one by
> one as it would complicate the routine a lot.

i would do row by row. should be an easy routine:

0) step 0
- set flag to 0 to all markers to flip

1) step 1
- increase flags in row 1 by "+1".
- display animation frame "n" for markers with flag "n" (0=no marker change, 1=frame 1, 2=frame 2, ..., frame 6=frame 6; 7=animation end)

2) step 2
- increase flags in rows 1 and 2 by "+1" (markers in row 1 are flagged "2"; markers in row 2 are flagged "1")
- display animation frame "n" for markers with flag "n"

3) step 3
- increase flags in rows 1, 2 and 3 by "+1" (markers in row 1 are flagged "3"; markers in row 2 are flagged "2"; markers in row 3 are flagged "1")
- display animation frame "3" for markers with flag "3"

...

n) step n
- increase flags in rows 1...n by +1

Is this a good idea? :)

Example:

Code: Select all

STEP 0       STEP 1       STEP 2       STEP 3       STEP 4       STEP 5
======       ======       ======       ======       ======       ======
...0..0.     ...1..1.     ...2..2.     ...3..3.     ...4..4.     ...5..5.
..0.0...     ..0.0...     ..1.1...     ..2.2...     ..3.3...     ..4.4...
.0......     .0......     .0......     .1......     .2......     .3......
.00.....     .00.....     .00.....     .00.....     .11.....     .22.....
........     ........     ........     ........     ........     ........
........     ........     ........     ........     ........     ........
........     ........     ........     ........     ........     ........
........     ........     ........     ........     ........     ........


STEP 6       STEP 7       STEP 8       STEP 9       STEP 10
======       ======       ======       ======       =======
...6..6.     ...-..-.     ...-..-.     ...-..-.     ...-..-.
..5.5...     ..6.6...     ..-.-...     ..-.-...     ..-.-...
.4......     .5......     .6......     .-......     .-......
.33.....     .44.....     .55.....     .66.....     .--.....
........     ........     ........     ........     ........
........     ........     ........     ........     ........
........     ........     ........     ........     ........
........     ........     ........     ........     ........
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