Warrior - 1979 vectorbeam game
Warrior - 1979 vectorbeam game
It was only yesterday I saw a video and learned of a very cool looking 1979 vectorbeam game called Warrior:
https://www.youtube.com/watch?v=IUp0lzFiscs
This game predates me, I never saw it in an arcade but its got a great look and looks fun to play. I was reminded of CF's Tornado 2000 and Chickens in Choppers as well as the recently discussed Barbarian. You could say it's a vector precursor of Barbarian.
I thought I'd post it here as it looks like something that could potentially be remade on the UB.
https://www.youtube.com/watch?v=IUp0lzFiscs
This game predates me, I never saw it in an arcade but its got a great look and looks fun to play. I was reminded of CF's Tornado 2000 and Chickens in Choppers as well as the recently discussed Barbarian. You could say it's a vector precursor of Barbarian.
I thought I'd post it here as it looks like something that could potentially be remade on the UB.
Re: Warrior - 1979 vectorbeam game
Do you reckon this could be achieved on the Uzebox CF? How many vectors can the UB draw on screen at once with your T2000 vector video mode?
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Re: Warrior - 1979 vectorbeam game
The blue background and the white vectors no problem.
The red/green parts of the screen would probably have to be simplified to use repeating patterns.
Blue background is "free" and takes no RAM.
Any thing that is not blue/black uses up RAM.
There is enough RAM to make 14% of the tiles on the screen non blue/black.
The background does not need to be lines/vectors. It can be any arbitrary bitmap. See https://www.youtube.com/watch?v=-w0N7p5DayI
In terms of how many vectors you can draw see this https://www.youtube.com/watch?v=-7Uaz5XjnVo. That is close to the limit.
The red/green parts of the screen would probably have to be simplified to use repeating patterns.
Blue background is "free" and takes no RAM.
Any thing that is not blue/black uses up RAM.
There is enough RAM to make 14% of the tiles on the screen non blue/black.
The background does not need to be lines/vectors. It can be any arbitrary bitmap. See https://www.youtube.com/watch?v=-w0N7p5DayI
In terms of how many vectors you can draw see this https://www.youtube.com/watch?v=-7Uaz5XjnVo. That is close to the limit.
Re: Warrior - 1979 vectorbeam game
OMG! I don't think I had seen that demo before! Wowza! That looks amazing.CunningFellow wrote: ↑Sat Jan 28, 2023 10:31 pm The background does not need to be lines/vectors. It can be any arbitrary bitmap. See https://www.youtube.com/watch?v=-w0N7p5DayI
I wonder if it would be possible to do something like Limbo with a fancy background that changes as you move? It might end up being really huge because of the background, but no worries, I have a 32GB SD card

That there is a LOT of vectors!CunningFellow wrote: ↑Sat Jan 28, 2023 10:31 pm In terms of how many vectors you can draw see this https://www.youtube.com/watch?v=-7Uaz5XjnVo. That is close to the limit.
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Re: Warrior - 1979 vectorbeam game
the 400 megabyte data file of T2K would be a half hour long movie of webs rotating and zooming if you played it end to end at 30FPS
Re: Warrior - 1979 vectorbeam game
So, doable?
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Re: Warrior - 1979 vectorbeam game
Yes - Have for a while thought something where the blue background was a world you could walk through would be cool. It just would not ever get done if left up to me 
Back on topic. Count the squares that are non blue/black in this picture. You can get to a max of 128 before you run out of RAM.
Each warrior takes about 16. So that is 1/4 your non blank tiles (32) for the two players. That leaves 96 tiles to do the red/green bits.
Simplify them so there is a repeating pattern or reduce the amount of coloured areas - could be done no problem.

Back on topic. Count the squares that are non blue/black in this picture. You can get to a max of 128 before you run out of RAM.
Each warrior takes about 16. So that is 1/4 your non blank tiles (32) for the two players. That leaves 96 tiles to do the red/green bits.
Simplify them so there is a repeating pattern or reduce the amount of coloured areas - could be done no problem.
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Re: Warrior - 1979 vectorbeam game
Thanks for offering to help CF!
I don't feel ready to attempt this yet.
My Uzebox project list looks like this:
Add (UART) patch loading to Uzesynth (if Alec doesn't do it, I'm sure he'd do a better job than me). I think the community stands to gain the most the more we can do to improve the music production workflow. Its been put off for the longest time.
Finish IKD - kinda depends on the previous
Defender remake
I've never actually played Warrior. I should give a go under MAME. Defender seems like a more glaring omission but Warrior might be easier to tackle because it doesn't depend on scrolling?
I don't feel ready to attempt this yet.
My Uzebox project list looks like this:
Add (UART) patch loading to Uzesynth (if Alec doesn't do it, I'm sure he'd do a better job than me). I think the community stands to gain the most the more we can do to improve the music production workflow. Its been put off for the longest time.
Finish IKD - kinda depends on the previous
Defender remake
I've never actually played Warrior. I should give a go under MAME. Defender seems like a more glaring omission but Warrior might be easier to tackle because it doesn't depend on scrolling?
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- Joined: Mon Feb 11, 2013 8:08 am
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Re: Warrior - 1979 vectorbeam game
Reading the comments on the youtube video the mention this site
https://mrdo.mameworld.info/mame_artwork_ingame.php
That has a ZIP file (warrior.zip) to download the overlay artwork. Would be a good starting point.
Also Defender would be good
https://mrdo.mameworld.info/mame_artwork_ingame.php
That has a ZIP file (warrior.zip) to download the overlay artwork. Would be a good starting point.
Also Defender would be good
