Page 1 of 2

Oric Kong converted in C, need beta test (and graphist !)

Posted: Sun Sep 16, 2018 8:41 pm
by waskol
It's been a long time I wanted to convet this game, originally published in BASIC in a french Magazine (Tilt, issue #11, 1984).

It was slow and had so many bugs.

I finally managed to convert it in C.
Many enhancementss were brought : more animation effects, playability, bug fixes.

I managed to spare enough room in the Oric memory in order to include a little Basic Loader and an Hires Title screen.
Image


Thank you for your help.
The high-score sheet includes the pseudo of people I wanted to thank.



github for this project :
https://github.com/DJChloe/Orickong_C
Oric Kong C Beta 2.1 (en-fr).zip
(27.31 KiB) Downloaded 308 times

Re: Oric Kong converted in C, need beta test (and graphist !)

Posted: Mon Sep 17, 2018 12:04 pm
by ibisum
Interesting .. but I think the wait-period for the gate to open is too long .. other than that, a fun little game. Will play it some more and give feedback ..

Re: Oric Kong converted in C, need beta test (and graphist !)

Posted: Mon Sep 17, 2018 12:40 pm
by waskol
Initially, in the original game, there was not this gate, but the movements were "stuck" until 3 barels were released and sufficiently advanced. The animation was "accelerated" by skipping player interactions.

I increased the difficulty with 5 barrels instead of 3, and the accelerated release of the barrels was kind of ugly, with this little guy stuck below.

I then created this "intro" into the game as a pretext to wait for the barrels.

Well, I don't know, may be it was a bad idea

Thank you for your feedback

Re: Oric Kong converted in C, need beta test (and graphist !)

Posted: Tue Sep 18, 2018 3:25 pm
by ibisum
Its not a bad idea, but its just that the time period is too long .. cut it by half and it would probably work...

Re: Oric Kong converted in C, need beta test (and graphist !)

Posted: Wed Sep 19, 2018 3:56 pm
by waskol
Thank you Ibisum, I will take your feedback into consideration and "accelerate" this part.

Re: Oric Kong converted in C, need beta test (and graphist !)

Posted: Wed Sep 19, 2018 6:25 pm
by Dbug
I agree, the door delay could be shorter.

Something that would be nice, is to be able to stay half way on the ladders instead of going instantaneously up or down, also maybe the keyboard polling values could be changed so the auto-repeat immediately applies, that would make it more "arcady".

Generally speaking, it's good to allow the player to bypass any arbitrary "wait", like the "how high can you get", it should be possible to press a key to play directly.

Re: Oric Kong converted in C, need beta test (and graphist !)

Posted: Thu Sep 20, 2018 1:21 am
by waskol
For the ladders it is designed as it for this level, but in fact I had the same thought about it until I saw that for lvl 3 it was different.
But I admit that it can be interesting.
I am thinking also about animating the little guy : for the moment, he is a bit static.
Lvl 2 is too easy, I have tout find a way to be more challenging.
+1 for the polling if the keyboard.
For the bypass, I will see what Can be done.

Re: Oric Kong converted in C, need beta test (and graphist !)

Posted: Thu Sep 20, 2018 9:59 am
by ibisum
Any chance you might put this in a repo so we could push contributions to you using standard tools such as git?

Re: Oric Kong converted in C, need beta test (and graphist !)

Posted: Thu Sep 20, 2018 1:01 pm
by waskol
I opened a github repository here :
https://github.com/DJChloe/Orickong_C

Changes
- reduced time to wait for the gate in Sheet 1
- climbing the latter (need further test for the game play, ex : barrels in sheet 1)
- "international" version
- merged key action of level 3 with the procedure touche_action()

Re: Oric Kong converted in C, need beta test (and graphist !)

Posted: Sat Sep 22, 2018 1:20 am
by waskol
Big update on the GitHub.

Re: Oric Kong converted in C, need beta test (and graphist !)

Posted: Sun Sep 23, 2018 1:47 am
by waskol
Big update, it's getting closer tout thé final version.
Source code had a complete rework ans cleaned up.
Tap files are also on GitHub.

Re: Oric Kong converted in C, need beta test (and graphist !)

Posted: Sun Sep 23, 2018 8:05 am
by iss
Cool!
Please, check line #98 in main.c

Code: Select all

char iy=0,cb=0,y_poutre=0, x_poutre,an_poutre, xr,what_below=0;what_above=0;
There is semicolon before what_above - no problem for the compiler but I think it's not what you want to be...

Re: Oric Kong converted in C, need beta test (and graphist !)

Posted: Sun Sep 23, 2018 8:13 am
by waskol
Thank you iss

Re: Oric Kong converted in C, need beta test (and graphist !)

Posted: Sun Sep 23, 2018 10:10 am
by ibisum
Fun code to read - is the intent of TEMPO1..4 macro's to, at some point, allow the game to play at different tempos? For example, for the door opening sequence, which imho still needs to be much faster ..

Another fun thing to tweak, which might be related to a TEMPO change, is the keyboard tempo at differing difficulty levels..

Re: Oric Kong converted in C, need beta test (and graphist !)

Posted: Sun Sep 23, 2018 12:32 pm
by waskol
Just updated on Github :
- Iss pointed out an issue that might have been a problem, not detected when building by the compiler : a semicolon instead a comma
- A collision detection with fire in lvl 2
(tap files are available in the github repository)
Fun code to read - is the intent of TEMPO1..4 macro's to, at some point, allow the game to play at different tempos? For example, for the door opening sequence, which imho still needs to be much faster ..
Yes Ibisum, It drives the animation timings for barrels, lifts, fires, conveyer belts, jump synchronisation with environment...

Lvl 1 starts with it's TEMPO1 divided by 4 to make things faster, and then open the door once 5 barrels were released.
If there was not this gate to open, you could rush your way to the princess before any barrel has time to put a little challenge : too easy !!!
You can accelerate this by changing line 366, and divide the tempo by 5 or 10 :

Code: Select all

	timer1=INITTIMER; timer2=TEMPO1/4;
With those values, you don't have time to see the barrels coming, and it looks very "artificial".
In the original game in basic, the TEMPO was accelerated by disabling player interactions, and the animation was really ugly. There was nothing to say "wait please", and you were looking at your screen without being able to do anything, and with only 3 barrels.
In my mind, I got the idea to, well, "tell the story" of this little guy down the skyscrapper, that will try to enforce the door in order to enter the construction site in order to go and save the girl.

Code: Select all

Another fun thing to tweak, which might be related to a TEMPO change, is the keyboard tempo at differing difficulty levels..
Under the value of 4, the game is totally unplayable.
At one moment, when DBug wrote here (see his post) and told me that keyboard tempo was a bad thing, I changed the code in order to use peek(#208) instead of the key$ facility : bad idea. You were pressing a key, and you were falling from the building at the other side of the screen in fraction of a second.
Concerning tempos, when you reach level 4 and finish it, you start back to level 1. Each time you loop back to lvl1, TEMPO are divided by 2, then 3, 4, 5, 6, etc... things are going harder and harder.

Internally, all the scores are divided by 100, so that the maximum high-score you could get is : 6,553,500