MADrigal wrote:Wow it works great!!!
Did you run it on real hardware? I'm never 100% sure of the VDP timings.
MADrigal wrote:A part from the graphics and sound, that are both perfect, what is your approach to the actual game routines (movement, score, AI, etc.)?
The logic of the game is very well described here
http://www.atarimagazines.com/cva/v1n2/qbert.php, so scoring etc will be the same as the table at the end of the article.
The modes of attraction, or not, are also described in good detail.
MADrigal wrote:Are you willing to code everything from scratch, or do you feel that a "conversion" of the original TI99/Z80 code into 6502 code would be feasible?
I think we will end up with a hybrid. Parts which make sense to me will be coded, then verified against the other versions. This helps when I'm unsure, or they have a better solution.
An example of this is with the main Q*Bert sprite. Logically, you would change the sprite number in the attribute table when Q*Bert changes direction.
However, this is not how the original developers coded it.
They decided to just change the actual sprite data. While this may seem more time consuming, moving 32 bytes instead of 1, it does make managing the game play easier - as you are only tracking a single virtual Q*Bert's position.
MADrigal wrote:Or do you believe that an approach through the C64 version (written in 6502 ASM) would be easier, and/or interesting?
Hmm. I prefer to stick with the SG1000/TI99/Coleco, mostly because the video and sound are the same - so no problem working out what's actually going on
