New interpretation of Pitfall! for PAL Vic + 16K
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It's also a lot easier to take a photo or film a LCD/LED TV. Everything I've posted for the last month is taken from the TV and a real Vic. Sorry for the OT.
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I do not agree. I have a LED tv and an old 14" CRT that I use on my ZX Spectrum and on my Vic20, and it's wonderful, a true pleasure for the eyes. Of course I am connecting the Vic to the CRT using the composite cable, on RF it would look awful.Boray wrote:A modern LED/LCD TV beats any PAL CRT monitor in my opinion. Because of the 50 Hz flickering. If you get used to a LED/LCD TV and then watch something on a PAL CRT you go HEY how could I ever watch this?
On a LED or LCD tv the image looks even more chunky than usual, and it's the same on the Vic, speccy, C64 and so on. I will test this awesome version of Pitfall! on the real hardware tonight and I will take photos of it on my CRT. To take pictures from a CRT isn't easy (I am a very bad photographer) but I will try.
Re: New interpretation of Pitfall! for PAL Vic + 16K
Retro Gamer is my favourite magazine, but it seems to be getting harder to find around here now.. I do like the home-brew section, it's fairly sensible in it's reviews, and the Vic gets an appropriate level of coverage (overshadowed by Spectrum and C64 of course)
I'll take the 80%, I think it's a fair assessment -- like I've said, it's not as good as the original Atari VCS version, and it's not my game.
I've attempted to change the jump distances for the crocs in this game, but no solution has been obvious or to my satisfaction - so it will probably stay as it is.
I'd like to attempt a new Vic game from scratch using similar effects, so I'm not bound to the limitations inherent in converting a game across machines - time willing, of course.
I'll take the 80%, I think it's a fair assessment -- like I've said, it's not as good as the original Atari VCS version, and it's not my game.
I've attempted to change the jump distances for the crocs in this game, but no solution has been obvious or to my satisfaction - so it will probably stay as it is.
I'd like to attempt a new Vic game from scratch using similar effects, so I'm not bound to the limitations inherent in converting a game across machines - time willing, of course.
3^4 is 81.0000001
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Re: New interpretation of Pitfall! for PAL Vic + 16K
The guy who writes the homebrew section (TMR) does pop his head in here from time to timeVictragic wrote:Retro Gamer is my favourite magazine, but it seems to be getting harder to find around here now.. I do like the home-brew section, it's fairly sensible in it's reviews, and the Vic gets an appropriate level of coverage (overshadowed by Spectrum and C64 of course)
(which is probably one reason why he is aware of Vic20 homebrew)
Lie with passion and be forever damned...
Re: New interpretation of Pitfall! for PAL Vic + 16K
[Waves =-]Mayhem wrote:The guy who writes the homebrew section (TMR) does pop his head in here from time to timeVictragic wrote:Retro Gamer is my favourite magazine, but it seems to be getting harder to find around here now.. I do like the home-brew section, it's fairly sensible in it's reviews, and the Vic gets an appropriate level of coverage (overshadowed by Spectrum and C64 of course)
(First time i've been called "fairly sensible" though...!)
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Re: New interpretation of Pitfall! for PAL Vic + 16K
Hi
Sorry just curious if this game is still being developed; I tired contacting the developer by PM but so far haven’t had any response. I am going to review the game in an issue of Commodore Free Magazine (don’t groan)
Anyway I wanted to review the “final version” rather than a “development version” Just so its a fair and accurate review Maybe TMR would like to work with me
Should anyone feel compelled to help me with the review can you please PM me
Thanks
Sorry just curious if this game is still being developed; I tired contacting the developer by PM but so far haven’t had any response. I am going to review the game in an issue of Commodore Free Magazine (don’t groan)
Anyway I wanted to review the “final version” rather than a “development version” Just so its a fair and accurate review Maybe TMR would like to work with me
Should anyone feel compelled to help me with the review can you please PM me
Thanks
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Re: New interpretation of Pitfall! for PAL Vic + 16K
This says PAL only??
(inspired by a specific C64 game from Epyx with speech synthesis)
No! Noo! NOOOOO!
(inspired by a specific C64 game from Epyx with speech synthesis)
No! Noo! NOOOOO!
Be normal.
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Re: New interpretation of Pitfall! for PAL Vic + 16K
Agreed, Nooooooo!!eslapion wrote:This says PAL only??
(inspired by a specific C64 game from Epyx with speech synthesis)
No! Noo! NOOOOO!
Tried it just hoping it would run but...
Commodore Pet 4032, Vic-20, 2 C64, 2 SX64, PAL 64c, 128DCR. Commodore Since 1980
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Re: New interpretation of Pitfall! for PAL Vic + 16K
Glen already stated the reasons for this in this thread:eslapion wrote:This says PAL only?? [...]
andVictragic wrote:An identical NTSC version isn't really possible - *every* [cycle] is used in a raster line, with no branching. To write this for NTSC would mean dropping the dynamic colouring for the main character.
Victragic wrote:Perhaps the biggest disappointment for me with this game was realising I couldn't do what I wanted to do with NTSC machines. The problem was lack of cycle time left after the raster lines had all been drawn. I attempted to code a parallel version which didn't use fancy raster effects, but it just looks/looked dreadful next to the PAL version, even if it was running about 17.5% faster. While my version is still nowhere as good as the Atari original, I didn't want it to end up looking like a Spectrum game, for example.
We're talking about cycle-exact code here executed on each raster-line.craftsman1234 wrote:Tried it just hoping it would run but ...
PAL has 71 cycles/line, NTSC only 65 cycles/line. The horizontal splitting of the background register takes place as the background is being drawn, that would take the same time on PAL and NTSC - each character corresponds to 2 cycles. However during the horizontal flyback, the remaining cycles are used for dynamic colouring of the player character and the enemies. And this just doesn't work as intended when you are missing the 6 cycles.
The other differences (312 vs 262 raster lines, and ~1.10 MHz vs ~1.03 MHz) are of minor importance here. In many other cases where such code is executed, the PAL version doesn't use up all cycles of a line, and merely executes 6 or more idle cycles so it's possible to derive a version of the code that runs on NTSC machines. But this is not the case here.
Re: New interpretation of Pitfall! for PAL Vic + 16K
He he - memories of Frogger '07..eslapion wrote:This says PAL only??
(inspired by a specific C64 game from Epyx with speech synthesis)
No! Noo! NOOOOO!
Which game was that, btw? Impossible Mission?
3^4 is 81.0000001
Re: New interpretation of Pitfall! for PAL Vic + 16K
You're famous now! Great article in the new Retro Gamer.
My kids play Pitfall! on a real VIC20. They love it and hate it. But they keep playing! Thanks for making this gem!
My kids play Pitfall! on a real VIC20. They love it and hate it. But they keep playing! Thanks for making this gem!
Re: New interpretation of Pitfall! for PAL Vic + 16K
Thanks Peter! It's a thrill to hear your kids love (and hate) itPeter wrote:You're famous now! Great article in the new Retro Gamer.
My kids play Pitfall! on a real VIC20. They love it and hate it. But they keep playing! Thanks for making this gem!
3^4 is 81.0000001
Re: New interpretation of Pitfall! for PAL Vic + 16K
I know it's well over two years since the last post in this thread, but I have to congratulate you on this game - simply superb!
The programming is par excellence, really neatly done.
Now I just need you to get started on a couple more Activison conversions - Pitfall II and H.E.R.O!
Cheers,
Mike.
The programming is par excellence, really neatly done.
Now I just need you to get started on a couple more Activison conversions - Pitfall II and H.E.R.O!
Cheers,
Mike.