I'm sending you the Oric-1 compatible version Done with a hex editor.
Beware though, just like for Hnefatafl, your TAP file has a problem: your first part has a header made of:
1616161624
and the next ones made of
16161624
This will fail loading on recent versions of Euphoric (for both ROMs).
You either need to have 1616161624 everywhere, or 16161624 everywhere.
This is a bt complicated to explain, it's too late for me
Fast scrolling game howto, anyone?
Re: Fast scrolling game howto, anyone?
Please send it to Dbug so he updates the website... Thanks!!
Re: Fast scrolling game howto, anyone?
I added the 11.tap version to the archive.
I will let Chema do the final updated version
I will let Chema do the final updated version
Re: Fast scrolling game howto, anyone?
I'm late to everything, but following on from the way the Spectrum's Cobra works, wouldn't it be possible to keep the Oric in text mode, then for each 8x8 tile define 16 possibilities:
0–5 = the tile internally rotated by 0–5 pixels;
6–11 = partial parts of the tile creeping in from the right hand side, at one pixel in, two pixels in, three pixels in, etc;
12–15 = as before, but creeping out to the left, at one pixel out, two pixels out, three pixels out, etc.
Then to paint an n-tile row starting at x:
With sprites as well the simplest algorithm to me feels like: allow four tiles per character set, occupying characters 32–96. Use 97 as the empty square in all cases. To plot a sprite, for each character square it touches:
EDIT: or, I suppose, you could just compose the left edge + repeated middle + right edge for each span of tiles on the fly, giving each tile only a per-frame three-character footprint. Probably wouldn't cost too much? Foolishness felt.
0–5 = the tile internally rotated by 0–5 pixels;
6–11 = partial parts of the tile creeping in from the right hand side, at one pixel in, two pixels in, three pixels in, etc;
12–15 = as before, but creeping out to the left, at one pixel out, two pixels out, three pixels out, etc.
Then to paint an n-tile row starting at x:
- let column = x / 6, offset = x % 6
- if offset = 0 then paint n instances of character 0 from column to column + n;
- otherwise: paint character (6 + offset) at column, increment column, paint n-2 instances of character (offset) at column+1 to column+n-1, then paint character (12 + offset) at column+n.
With sprites as well the simplest algorithm to me feels like: allow four tiles per character set, occupying characters 32–96. Use 97 as the empty square in all cases. To plot a sprite, for each character square it touches:
- check the character value. If it's greater than 97 then just composite that portion of the sprite into that character in the character definition table;
- otherwise find the first tile of value 97 or greater that hasn't yet been used this frame in this character set, set it to the screen, copy into it the original contents of whatever was in the character you're replacing, then composite that portion of the sprite on top.
EDIT: or, I suppose, you could just compose the left edge + repeated middle + right edge for each span of tiles on the fly, giving each tile only a per-frame three-character footprint. Probably wouldn't cost too much? Foolishness felt.
Re: Fast scrolling game howto, anyone?
Although the game is already completed this looks indeed interesting.
I guess we would exhaust the available tiles quickly, but with some restrictions as you mention it could be doable. Nice idea!
And Cobra proved that with simple tiles, one can get a nice-looking game indeed, so maybe this could be the roots of the next modern-and-impressive new platformer game for the Oric?
I guess we would exhaust the available tiles quickly, but with some restrictions as you mention it could be doable. Nice idea!
And Cobra proved that with simple tiles, one can get a nice-looking game indeed, so maybe this could be the roots of the next modern-and-impressive new platformer game for the Oric?