No chance. It really has to be nailed down to the cycle. Here's some flickering for NTSC engines. Will fix the misplaced story text with the PAL version. Good night!beamrider wrote: ↑Sun Oct 29, 2023 4:09 pm I like tlr's routine, seemed a bit simpler to me.
https://sleepingelephant.com/ipw-web/bu ... 61#p109061
In the making: Arukanoido – an Arkanoid clone
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Re: In the making: Arukanoido – an Arkanoid clone
A man without talent or ambition is most easily pleased. Others set his path and he is content.
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Re: In the making: Arukanoido – an Arkanoid clone
Flickering PAL engines.
Night...A man without talent or ambition is most easily pleased. Others set his path and he is content.
https://github.com/SvenMichaelKlose
https://github.com/SvenMichaelKlose
Re: In the making: Arukanoido – an Arkanoid clone
Yeah, there's something to it but it caused another bunch of nasty bugs and it's hard to explain how that happened. Will take a break from this project for just a day or three, so don't get worried, folks.
A man without talent or ambition is most easily pleased. Others set his path and he is content.
https://github.com/SvenMichaelKlose
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Re: In the making: Arukanoido – an Arkanoid clone
Raster FX fixed. Baaaaad bug removed.
A man without talent or ambition is most easily pleased. Others set his path and he is content.
https://github.com/SvenMichaelKlose
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Re: In the making: Arukanoido – an Arkanoid clone
It's holiday in .de tomorrow so I took another ride.
Jitter compensation has gone again as it messes up the positioning of the Vaus when the game is at a face pace (which is what it is most of the time). That was really frustrating in the spoil-all-the-fun range. Seriously. Wouldn't even recommend to make it opt-in.
24K is now the minimum extra RAM required.
p.s.: Couldn't someone please make a record of the jitter as a reference so one can add something like it to the VICE emulator?
Jitter compensation has gone again as it messes up the positioning of the Vaus when the game is at a face pace (which is what it is most of the time). That was really frustrating in the spoil-all-the-fun range. Seriously. Wouldn't even recommend to make it opt-in.
24K is now the minimum extra RAM required.
p.s.: Couldn't someone please make a record of the jitter as a reference so one can add something like it to the VICE emulator?
A man without talent or ambition is most easily pleased. Others set his path and he is content.
https://github.com/SvenMichaelKlose
https://github.com/SvenMichaelKlose
Re: In the making: Arukanoido – an Arkanoid clone
Forget +3K, this one's for +24K and +32K (+ arcade audio). No slow sprites.
A man without talent or ambition is most easily pleased. Others set his path and he is content.
https://github.com/SvenMichaelKlose
https://github.com/SvenMichaelKlose
Re: In the making: Arukanoido – an Arkanoid clone
Great stuff... I admire your dedication and attention to detail!
Re: In the making: Arukanoido – an Arkanoid clone
Good work.
Tiny observation. On the spaceship intro with the flickering....
There are a couple of pixels flickering that shouldn't where the right engines meet the body. Can you tweak the image so that those pixels become part of the hull and thus don't flicker as it spoils the effect.
Tiny observation. On the spaceship intro with the flickering....
There are a couple of pixels flickering that shouldn't where the right engines meet the body. Can you tweak the image so that those pixels become part of the hull and thus don't flicker as it spoils the effect.
Re: In the making: Arukanoido – an Arkanoid clone
I still think raster-effects are not necessary for this and you could just switch the character-definitions in video-RAM each frame so that the colors flip between red and cyan to produce the flicker. This would give you pixel-exact-control over which pixels flicker and which do not.beamrider wrote: ↑Wed Nov 01, 2023 2:13 am Tiny observation. On the spaceship intro with the flickering....
There are a couple of pixels flickering that shouldn't where the right engines meet the body. Can you tweak the image so that those pixels become part of the hull and thus don't flicker as it spoils the effect.
Re: In the making: Arukanoido – an Arkanoid clone
If you slow it down, you can see that yellow is used for the alternate colour so I don't think it's just a case of swapping the pixels around.
The engines seem to straddle two char cells that use FG colour for the body, so I don't think you could swap the engine pixels to FG pixels and swap the colour RAM either.
You would have to eliminate all the flecks of red after the raster split or use in-row splits so it's probably not worth the effort.
The engines seem to straddle two char cells that use FG colour for the body, so I don't think you could swap the engine pixels to FG pixels and swap the colour RAM either.
You would have to eliminate all the flecks of red after the raster split or use in-row splits so it's probably not worth the effort.
Re: In the making: Arukanoido – an Arkanoid clone
It's alternating the border colour for 8 cycles twice for each line, so there are in-row splits already. It's just that I really did not care at that particular time of day when I hacked it.
EDIT: Restored ball release with shallow angle on round start when Vaus is moving. Also the ZIP for MAME has the correct name now.
A man without talent or ambition is most easily pleased. Others set his path and he is content.
https://github.com/SvenMichaelKlose
https://github.com/SvenMichaelKlose
Re: In the making: Arukanoido – an Arkanoid clone
Found The Bug. Don't wanna talk about it. Would only spoil my reputation and emphasize my flaws of charactre further. Have fun!
A man without talent or ambition is most easily pleased. Others set his path and he is content.
https://github.com/SvenMichaelKlose
https://github.com/SvenMichaelKlose
Re: In the making: Arukanoido – an Arkanoid clone
Gave 1533 a test run on my PAL- and NTSC-VIC with paddles just now. Videos below.
What I noticed:
- paddle-jitter is worse on PAL than on NTSC, but not really nice in either case. You can see the Vaus flickering in the videos. Would really appreciate the dejittering-technique reactivated
- entering the high-score is impossible with paddles right now. The paddle-area from A to Z seems very small, you can see in the videos that it always flickers between 2 characters. Also when I press Fire most of the time all 3 letters are set at once, the routine needs to check for fire and release I think
- the high-score music is very nice but it sounds kind of "schrabbelig" when more than 1 voice is playing at the same time. What is the volume you are playing this at? When using more than one voice you need to reduce the volumer-register to avoid this effect. Frogger'07 had this as well. Mike can explain more about the background of this. So if you play at 15 (full volume) this is too much. I think Frogger'07 used a general volume of 8 or 7 in the end.
Please excuse the upright videos, this was the fastest way to position the phone-camera to the screen:
PAL:
https://www.youtube.com/watch?v=wNb7q5L3jAQ
NTSC:
https://www.youtube.com/watch?v=x9bQLy0SAJg
What I noticed:
- paddle-jitter is worse on PAL than on NTSC, but not really nice in either case. You can see the Vaus flickering in the videos. Would really appreciate the dejittering-technique reactivated
- entering the high-score is impossible with paddles right now. The paddle-area from A to Z seems very small, you can see in the videos that it always flickers between 2 characters. Also when I press Fire most of the time all 3 letters are set at once, the routine needs to check for fire and release I think
- the high-score music is very nice but it sounds kind of "schrabbelig" when more than 1 voice is playing at the same time. What is the volume you are playing this at? When using more than one voice you need to reduce the volumer-register to avoid this effect. Frogger'07 had this as well. Mike can explain more about the background of this. So if you play at 15 (full volume) this is too much. I think Frogger'07 used a general volume of 8 or 7 in the end.
Please excuse the upright videos, this was the fastest way to position the phone-camera to the screen:
PAL:
https://www.youtube.com/watch?v=wNb7q5L3jAQ
NTSC:
https://www.youtube.com/watch?v=x9bQLy0SAJg
Last edited by tokra on Fri Nov 03, 2023 9:47 am, edited 1 time in total.
Re: In the making: Arukanoido – an Arkanoid clone
Thanks!
I'll grab the real thing till Saturday and see for myself. Works fine with VICE.tokra wrote: ↑Thu Nov 02, 2023 2:02 pm - paddle-jitter is worse on PAL than on NTSC, but not really nice in either case. You can see the Vaus flickering in the videos. Would really appreciate the dejittering-technique reactivated
- entering the high-score is impossible with paddles right now. The paddle-area from A to Z seems very small, you can see in the videos that it always flickers between 2 characters. Also when I press Fire most of the time all 3 letters are set at once, the routine needs to check for fire and release I think

That's for beamrider to fix!tokra wrote: ↑Thu Nov 02, 2023 2:02 pm - the high-score music is very nice but it sounds kind of "schrabbelig" when more than 1 voice is playing at the same time. What is the volume you are playing this at? When using more than one voice you need to reduce the volumer-register to avoid this effect. Frogger'07 had this as well. Mike can explain more about the background of this. So if you play at 15 (full volume) this is too much. I think Frogger'07 used a general volume of 8 or 7 in the end.


A man without talent or ambition is most easily pleased. Others set his path and he is content.
https://github.com/SvenMichaelKlose
https://github.com/SvenMichaelKlose