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View topic - My Pong Game!

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  • Joined: 16 Dec 2013
  • Posts: 69
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My Pong Game!
Post Posted: Wed Apr 01, 2015 9:40 pm
So after making that little 'competition entry' with the ball you can move around, I realised that that entry wouldn't cut it.

So I tried making something better, with a deal: if I can make a good Pong game by the entry date, I'll contact an admin to see about ridding of my first entry.

Of course, it's too late for that now, but I figure I show you guys what's been done so far with said Pong game.

EDIT: When I first made this post, the game was simply "in beta". It's only been, like, an hour or two and already I find it to be fairly nice. So I'm going to give it a homebrew page. XD

http://www.smspower.org/Homebrew/Pong-SMS

Hope putting up a game during comp time won't get people confused, though, since this isn't an entry.
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  • Joined: 23 Mar 2013
  • Posts: 611
  • Location: Copenhagen, Denmark
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Post Posted: Thu Apr 02, 2015 8:03 am
Pong is a simple, classic game! :) I'm also looking into it at the moment.
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  • Joined: 16 Dec 2013
  • Posts: 69
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Post Posted: Thu Apr 02, 2015 11:22 am
Just realised the 2nd line of the source code still refers to "Move the character". XD
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  • Joined: 23 Mar 2013
  • Posts: 611
  • Location: Copenhagen, Denmark
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Post Posted: Thu Apr 02, 2015 12:14 pm
Happy coding to you!
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  • Joined: 16 Dec 2013
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Post Posted: Fri Apr 03, 2015 6:51 pm
Update, I figured out why some emulators weren't playing the game: in the VDP init data, some hex signs were missing. Gonna post an update in a sec.
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  • Joined: 16 Dec 2013
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Post Posted: Tue Apr 07, 2015 4:32 pm
Update, I made what might end up being my last release of my pong game. Added a RAM clearing routine, and found a more...interesting way to initialize the VDP. Iirc the idea came from hang-on's Racer game.
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  • Joined: 16 Dec 2013
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Post Posted: Sun Jul 12, 2015 3:06 am
(I know, triple posting is VERY ugly).

So it's been a really long time since I worked on this game, and looking through the code, I couldn't figure out what went on where it's calculated if the ball is in contact with the paddle. So yeah, the only actual change in 0.5 is that that part of the code has better comments. I didn't even build the game again.

(A quick note to you all: I've been playing with the 6502 for a little while, and I miss 16-bit registers so much).
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