Author Topic: Contra  (Read 93939 times)

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Offline yunhua98

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Re: Contra
« Reply #15 on: November 06, 2010, 07:16:38 pm »
I'm very interested to see how this progresses. I am a bit concerned about speed though, because Contra can have ALOT of objects on the screen at once.

if BASIC can do it, so can Axe.  ;)

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Offline AngelFish

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Re: Contra
« Reply #16 on: November 06, 2010, 07:20:31 pm »
I'm very interested to see how this progresses. I am a bit concerned about speed though, because Contra can have ALOT of objects on the screen at once.

If he manages the tilemap engine correctly, the game shouldn't have to do much more than record keypresses in addition to the object movement at any given time. So even moving all of the object could still run at a reasonable speed, especially compared to BASIC.
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Offline TIfanx1999

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Re: Contra
« Reply #17 on: November 06, 2010, 07:28:12 pm »
@Yunahua:
Well, the BASIC version of contra was very bare bones. It really wasn't very Contra-like at all honestly. You can't really make a comparison to what this version intends to be. Contra is a challenging project, but I am hopeful that Deepthought will come up with some awesome ideas and really make this an amazing game. =)
« Last Edit: November 06, 2010, 07:30:26 pm by Art_of_camelot »

Offline meishe91

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Re: Contra
« Reply #18 on: November 06, 2010, 07:38:37 pm »
YAY Contra for calculator, I used to play that in a browser NES emulator :)

You do know there already is a Contra game written in TI-BASIC right?

And this sounds really cool, I wish you luck on this :)
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Re: Contra
« Reply #19 on: November 06, 2010, 09:58:17 pm »
The one in TI-BASIC is so fun to cheat on...

I made my range 30 before and gave myself 999 of everything and put myself on the last boss (tricky to beat though)

Offline DJ Omnimaga

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Re: Contra
« Reply #20 on: November 07, 2010, 02:01:52 am »
I did not play the original much because I was more into Metroid series, but is the shooting complex like Touhou/CaDan? Hopefully he should be able to handle it, or he could just make a simplified version of Contra that is still more complex than the BASIC version (which was very good, btw).

Offline TIfanx1999

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Re: Contra
« Reply #21 on: November 07, 2010, 06:38:36 am »
@Omni: It is side scrolling and considered "bullet hell" like Tohou/CaDaN, but the amount of bullets wasn't quite that extreme. There weren't any pretty patterns either. Tohou is a space shooter though and Contra is more Run and gun style action. Contra is primarily side scrolling, but there were some "first person" type levels, and also some top down perspective levels(I don't remember if the original had these). Contra is also know for it's Ginormous bosses and it's epic boss battles. =D

Offline shmibs

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Re: Contra
« Reply #22 on: November 07, 2010, 10:57:50 am »
/\during the boss battles the number of bullets was certainly high enough to match any other game out there. think "moving maze in which a single touch to any wall is an instant death"

Offline DJ Omnimaga

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Re: Contra
« Reply #23 on: November 07, 2010, 01:24:20 pm »
Ah right, I see. Hopefully he can manage it without too much speed loss.
« Last Edit: November 07, 2010, 02:35:59 pm by DJ Omnimaga »

Offline Deep Toaster

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Re: Contra
« Reply #24 on: November 07, 2010, 02:15:42 pm »
sounds fun!
how are you going to manage 9*9 tiles?

I was wondering that too....x.x Ash's 12x12 tiles are actually masked 16x16 where the extra parts are transparent, but I don't think that'll be practical for this

I'm just going to use Horizontal -/Horizontal -r for scrolling. Contra only scrolls in one direction, anyway (thankfully :D). I'm planning to use Bitmap( for only the rightmost column, so it shouldn't be too slow.




Offline Builderboy

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Re: Contra
« Reply #25 on: November 07, 2010, 02:25:09 pm »
i would recommend staying away from bitmap at all costs.  I believe it has the corresponding speed of 200+ sprite displays, even at the smallest size since its a TiOS routine.  I would recommend writing your own column filling routine for the scrolling.  I can help you out there if you need it, i wrote one a while back and they can be a little tricky, although the fact that you are only scrolling in one direction makes it a lot easier ^^

(only one direction?  Up and down now going to happen?)

Offline Deep Toaster

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Re: Contra
« Reply #26 on: November 07, 2010, 02:33:24 pm »
i would recommend staying away from bitmap at all costs.  I believe it has the corresponding speed of 200+ sprite displays, even at the smallest size since its a TiOS routine.  I would recommend writing your own column filling routine for the scrolling.  I can help you out there if you need it, i wrote one a while back and they can be a little tricky, although the fact that you are only scrolling in one direction makes it a lot easier ^^

(only one direction?  Up and down now going to happen?)

Darn, didn't know it was that slow. Oh well, there are other ways :) How does your routine work? Does it load bytes straight to Lj6? I might end up doing that...

And yeah, one direction. No up or down in the original Contra, anyway (or as far as I can tell from this clone).
« Last Edit: November 07, 2010, 02:56:20 pm by Deep Thought »




Offline Builderboy

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Re: Contra
« Reply #27 on: November 07, 2010, 02:34:43 pm »
It just displays 8 sprites at the edge that fill in the empty space generated by shifting the screen :) The tricky part is determining which sprites to display and at what X offset.

And is 8 sprite height sufficient to port Contra?

Offline Deep Toaster

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Re: Contra
« Reply #28 on: November 07, 2010, 02:36:35 pm »
And is 8 sprite height sufficient to port Contra?

I might end up doing that too. It would leave me with a convenient blank line to put all the stats in, at least.




Offline Builderboy

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Re: Contra
« Reply #29 on: November 07, 2010, 02:39:39 pm »
What?  o.O *Builderboy is confused*