Here's a movie showing some of the new work. I like the quality of
Vimeo, and I wanted
to do some comparison movies, but I don't think I'll be able to put
those on Vimeo, as they dislike video game footage (unless it's original
work). There's quite a few Clips
on YouTube of the original if anyone is interested enough, so I
guess it doesn't really matter. I want to say thanks to the AtariAge
members who uploaded last
year's clips to YouTube after my dire experience of trying to have
my ISP host the streaming media.
The game tries to create the illusion of more than the 4 colour
per screen line limit at this resolution by dithering colours every
TV frame (50 times per second for PAL, 60 for NTSC). Since the movies
run at a slower frame rate than this, the frames had to be blurred together
to see the extra colours on the movies. The net result of this is that
the movies don't flicker like the actual game does, but they look blurrier.
Creating the movies was a bit of a pain because of the
interlace/dithering used by the game, but thanks to some fantastic free
video processing software - VirtualDub
and MediaCoder,
I was able to get some half decent results. I was surprised to find
out that the author of VirtualDub, Avery Lee, was an Atari 8-bit fan.
He recently created his own Atari
Emulator from scratch, just for fun and educational purposes! This
guy is seriously talented. If you ever get to read this, thanks for
the great software, Avery.
A few random comments as I'm reading back over my notes for the
last year:
The original arcade title screen has some very nice spinning and slow
zooming on the Space Harrier logo which hasn't been recreated exactly.
If there's enough memory on the cartridge at the end of the day it might
get redone.
The arcade game uses in-game sprites for doing most of the title screen.
I decided to do the Atari version the same way - it's constantly clearing
and redrawing the screen, which may seem a bit wasteful, but helps with
the animations. Thought it might struggle with the frame rate with having
several of the full size sprites on screen, but it is barely ticking
over. In fact the frame rate had to be slowed down to make the logo
zooming seem more sedate and leisurely, like the original.
Discovered the robot sprite had been scaled incorrectly ages ago, and
was too big when seeing it on the title screen next to the one-eyed
mammoth.
Never having written a high score entry screen before, I was slightly
surprised at the amount of logic required to recreate the behaviour
of the original arcade high score screen. In contrast the sorting and
insertion into the high score table was much easier - only a single
pass bubble sort is needed.
Only when I put an accurate countdown timer into the high score entry
screen, did I realise that the music was much too slow compared to the
original. It's better now, but maybe slightly too fast.
I couldn't overlay the high score entry screen onto the in-game screen
as the original does, unless I went for a much chunkier font for the
text. Keeping the same background colours seems a fair compromise though.
Never planned on doing a full attract mode, but the background colours
from the title screen on the high score display don't look very good
together. The original does a playthrough demo and then overlays the
high scores on that when it is over.
Had to free up some memory and increase the number of simultaneous
pattern handlers for an accurate recreation of the robots on Stage 7
that jump up to form a tower of robots. I had assumed they cheated in
some way, and were really just following each other as nearly all the
other patterns, but they don't.
Looks like I won't be able to have a completely seamless transition
from one Stage to the next without a huge effort. The background graphics
code needs to get generated for the next stage during the transition,
and it's using a lot of the screen memory to do this right now. There
may not be enough memory even on the 8Mbit cartridge if all the different
backgrounds' code was pre-generated though! For now the plan is for
just a text screen showing the number of the next stage using the nice
double height and width font used by the original game. There is a preliminary
version of it in the movie clip (showing just one letter).