IKD - Atari Combat remake

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danboid
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IKD - Atari Combat remake

Post by danboid » Fri Oct 09, 2020 6:03 pm

IKD isn't a game yet. I've just made the first commit and currently it is just one sprite you can move about the screen but not even in the combat tank way so its got a long way to go. I want to publicly document my progress on here from the very beginning as someone who is new to C and game programming in general. I have created one basic game previously, a space invaders clone using Godot, but this is my first ever C project so I'm also learning C here as well as coding for the Uzebox.

https://github.com/danboid/IKD

My first question is, why do I get this funny pattern in the background? I have tried setting tile 0 to both all black (0x0) and all transparent (0xFE) with the same result.
Screenshot from 2020-10-09 17-53-05.png
Screenshot from 2020-10-09 17-53-05.png (13.28 KiB) Viewed 4078 times

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danboid
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Re: IKD - Atari Combat remake

Post by danboid » Fri Oct 09, 2020 7:45 pm

I have fixed that weird background now. It was because I had not defined SetTileTable().

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danboid
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Re: IKD - Atari Combat remake

Post by danboid » Fri Oct 09, 2020 8:03 pm

I don't foresee me having to fight off contributors but I genuinely don't want anyone to make any pull requests or do anything else for me although your feedback and recommendations will be much appreciated as I progress and inevitably get stuck.

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D3thAdd3r
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Re: IKD - Atari Combat remake

Post by D3thAdd3r » Sat Oct 10, 2020 5:22 pm

It would be interesting to implement some of the things found in the Combat 2 prototype; the bridges and other environmental things. I'm thinking some fixed point math and circle/circle collision detection would get you so pretty far. Be sure to ask any physics or design questions, because it's likely someone has done them before(and countless examples on the net too).

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D3thAdd3r
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Re: IKD - Atari Combat remake

Post by D3thAdd3r » Sat Oct 10, 2020 5:24 pm

Unless you were dead set on a faithful remake to the original. I just remembered they have the Combat disassembly pretty well documented, which might at least be worth a read for how they did things in general.

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danboid
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Re: IKD - Atari Combat remake

Post by danboid » Sat Oct 10, 2020 5:43 pm

My aim is not a 100% faithful port so I'm not really interested in seeing the disassembly. My initial aim is to learn enough to make a passable replica. If I can get the original game done then I'll probably add in elements from the sequel too, yes.

CunningFellow
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Re: IKD - Atari Combat remake

Post by CunningFellow » Sat Oct 10, 2020 10:38 pm

Keen to see combat. Was one of the few carts I had on my 2600 when I was very young.

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danboid
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Re: IKD - Atari Combat remake

Post by danboid » Sat Oct 10, 2020 11:38 pm

Did a little more today. The sprite now 'rotates' when you push left/right so that's the easy tank drawing bits done, now I need to think how do I make it move in the direction that the tank is facing?

If anyone knows of some similar code for this bit in an existing open source UB game, let me know. I bet similar existing code is out there but I've not started looking yet. I'd imagine that once I've done this bit the rest will be pretty easy and it'll be similar code for shooting as moving the tanks I'd imagine, if I can't use the same routine.

Please don't write any code for me! I know most of you would easily knock this out in a few hours. Please be patient with me!

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danboid
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Re: IKD - Atari Combat remake

Post by danboid » Sun Oct 11, 2020 1:13 am

It's to late for me to look at it tonight but I might find something useful in the source for Uzebox racer?

http://uzebox.org/wiki/Joyrider

Code: Select all

$ git clone https://bitbucket.org/jhhoward/uzeboxracer.git
That's a much more complex game than anything I could consider attempting yet so it may be bit a bit too advanced for me to follow yet without extensive comments.

CunningFellow
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Re: IKD - Atari Combat remake

Post by CunningFellow » Sun Oct 11, 2020 10:25 am

you could maybe look at the source for asteroids (vector game) or space wars on the uzebox to get a feel for the polar co-ord stuff. Though the video mode stuff won't be much use to you. Or even have a look at the source for chickens in choppers to see actual tanks.

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