To have this Atari-2600 version 1-to-1 on the C64 too, would be awesome! Nothing needs to be changed, "Phoenix" on the Atari-2600 is awesome as it is and exactly like this it should be ported. My number-one game on this system since my childhood. A little different from the Arcade original of this game (because the VCS2600 couldn't implement it technically back then, i guess), but the Atari-2600 version of "Phoenix" has it's own charm and plays really great. The Atari VCS-2600 version of "Phoenix" is fantastic. I f you don't know, what to port next to the C64, then I have a suggestion. Your new "Galaxian DX" is really good, the next great C64 port of a classical Arcade-shooter. But with "Galaga" it often helps, because more shots on the screen are possible there and you can shoot several enemies one after the other in Galaga with rapidfire. So there it works.īy the way - there in "Galaxian DX" a rapidfire (autofire) doesn't help much anyway, because a maximum of only one shot of the player can appear on the screen at the same time. I've tried it with two joysticks, both of which contain "rapidfire as long as the player holds the firebutton down" and whenever I leave the button in "Galaxian DX", the rapidfire stops immediately, like it should be. I tried your new Galaxian game and there this problem does not occur. Thanks to Stefan Wessels for sharing the code to his modern remake of the arcade version, which I have used as a reference for certain bits of the code, and also converted the wave pattern data to a C64-friendly format. This game must NOT be packaged and sold in any format. If you would like to support further C64 development, please check out my game Oyup which you can download for free with an option to donate. The game was written in KickAssembler, with the aid of Sublime Text, CharPad and SpritePad. This is purely cosmetic and I'll continue to work to track the issue down. Sometimes part of an enemy in formation, or a bullet, may be left on screen.Occasional flicker when a lot of enemies/bombs are clustered in a row is an unavoidable hardware limitation.£25 bounty for anyone who can figure that one out. Slight flicker during first few seconds of the first wave.Occasional mirroring of sprites into bottom or top border for a frame or two - unavoidable consequence of displaying sprites in the borders.Press restore to pause during play, then restore to unpause or fire to quit to the menu. The game is NTSC-compatible, however there may be more flickering in later levels than on a PAL system by virtue of having significantly less CPU cycles per frame. You have just three lives between you, however the final life can only be lost by the player who has the lowest score at the time. Work together to clear the waves while competing for the best score. 2-Player ModeĪs an added bonus you can now play Galaga in two-player co-op mode. I don't think it detracts from the gameplay too much, as the main action is concerned with spawning and diving enemies anyway. So I decided that if enemies were drawn using characters when in formation, and sprites used elsewhere, there would be plenty of sprites available using a slightly modified version of Shallan's multiplexor. Having looked at the NES version more closely I noticed that the formation doesn't move smoothly like it does in the arcade. However, the highly-rated NES conversion managed to squeeze it into 224 pixels, so all I needed to do was open up the top and bottom borders for sprites and use 12 or more pixels in each to make up the difference.Īnother big hurdle is the sheer number of sprites. One obstacle of a decent Galaga port is the C64's aspect ratio, with the screen just 200 pixels tall compared to the Arcade's 288. So I thought it would be nice to be able to play it on my favourite machine. This is one of my all-time favourite games, if ever I've got 5 or 10 minutes spare for a game I will always choose Galaga.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |