Space:1999
Space:1999
OK, this is not new, but well within what the Spectrum could do:
[youtube]https://youtu.be/i4mjkt76dtM[/youtube]
[youtube]https://youtu.be/oDkaimbO4FU[/youtube]
Given the style of the series I think that it could be a great game.
Moobase Alpha is very modular, so it will translate well into isometric graphics.
The base plan is available, so no need to design locations from zero.
Of course, any other Space:1999 themed game would be great! Doesn't need to be isometric
[youtube]https://youtu.be/i4mjkt76dtM[/youtube]
[youtube]https://youtu.be/oDkaimbO4FU[/youtube]
Given the style of the series I think that it could be a great game.
Moobase Alpha is very modular, so it will translate well into isometric graphics.
The base plan is available, so no need to design locations from zero.
Of course, any other Space:1999 themed game would be great! Doesn't need to be isometric
Re: Space:1999
I have seen this Oric game before. I don't know much about Oric hardware but my belief is that it was weaker machine than Spectrum and it was harder to do something good on it. So this game is really some kind of Oric achievement.
I wonder how hard it would be to port it to Spectrum...
I wonder how hard it would be to port it to Spectrum...
Re: Space:1999
Usually iso game worlds are just nonsensical places with block puzzles
This is good that it has a world that makes sense,
Quite a sophisticated game, but how fun is it?
You get moaned at for not fetching medical notes fast enough!
This is good that it has a world that makes sense,
Quite a sophisticated game, but how fun is it?
You get moaned at for not fetching medical notes fast enough!
Re: Space:1999
The Oric has a very weird hi-res screen format that works a bit like Teletext, but with hi-res pixels like the Spectrum. Only six bits of every byte relate to the actual pixels, so if you just treat it like that you can do monochrome graphics. Or get 40 column text with its 6-wide font. To get colour out of it, those spare two bits in each byte activate control codes that let you change the colours. But if you do that, then the six pixels that would be controlled by that byte show up either all-solid or all-empty.
So you can have a rainbow effect where each pixel line has a different colour, but you have to put up with a blank space everywhere you change the colour. This makes coloured moving objects a horrible pain, as they all have an extra apparently blank byte to their left where the colour change happens.
Apart from that and some better sound (and keyboard and looks with the Atmos) it was very similar to a Spectrum.
So you can have a rainbow effect where each pixel line has a different colour, but you have to put up with a blank space everywhere you change the colour. This makes coloured moving objects a horrible pain, as they all have an extra apparently blank byte to their left where the colour change happens.
Apart from that and some better sound (and keyboard and looks with the Atmos) it was very similar to a Spectrum.
Re: Space:1999
I guess a better option would be a side view game, like Batman: The Caped Crusader https://spectrumcomputing.co.uk/index.php?cat=96&id=442
Moonbase Alpha is modular and mostly white, so no major attribute problems
Moonbase Alpha is modular and mostly white, so no major attribute problems
Re: Space:1999
If you watch this video of Manic Miner on the Oric you'll see the colour clash is all over the place. Sprites change colour when next to a wall, and the attributes of platforms extended well away from the ends. That's because there's no room between the platform and the sprite to insert a colour-switch byte.
[youtube]https://youtu.be/Js0Dg7h25eY[/youtube]
There are some Oric games where they draw the scenery on alternate raster lines then sprites on the lines in-between, to avoid colour clash. They look prettty awful. They might be improved if they masked the background where the sprite is drawn, but it's still a pretty hideous solution.
[youtube]https://youtu.be/Js0Dg7h25eY[/youtube]
There are some Oric games where they draw the scenery on alternate raster lines then sprites on the lines in-between, to avoid colour clash. They look prettty awful. They might be improved if they masked the background where the sprite is drawn, but it's still a pretty hideous solution.
Re: Space:1999
The source code is available out there somewhere. It's in C as far as I remember.
Website: Tardis Remakes / Mostly remakes of Arcade and ZX Spectrum games.
My games for the Spectrum: Dingo, The Speccies, The Speccies 2, Vallation & Sqij.
Twitter: Sokurah
My games for the Spectrum: Dingo, The Speccies, The Speccies 2, Vallation & Sqij.
Twitter: Sokurah
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Re: Space:1999
Hi
These links might help i had and Oric Atmos for a while so was on the forum.
Homepage: http://www.defence-force.org/index.php? ... =space1999
Source: http://miniserve.defence-force.org/svn/ ... ce%201999/ Full project including source code and assets
These links might help i had and Oric Atmos for a while so was on the forum.
Homepage: http://www.defence-force.org/index.php? ... =space1999
Source: http://miniserve.defence-force.org/svn/ ... ce%201999/ Full project including source code and assets
R Tape loading error, 0:1
Re: Space:1999
That is great! The graphics are there as bmp.
May be interesting to give it a try in 3D game maker ( https://spectrumcomputing.co.uk/index.p ... 96&id=1956 )
May be interesting to give it a try in 3D game maker ( https://spectrumcomputing.co.uk/index.p ... 96&id=1956 )
Re: Space:1999
https://en.wikipedia.org/wiki/Oric#Technical_detailsRalf wrote: ↑Mon Nov 27, 2017 8:08 pm I have seen this Oric game before. I don't know much about Oric hardware but my belief is that it was weaker machine than Spectrum and it was harder to do something good on it. So this game is really some kind of Oric achievement.
I wonder how hard it would be to port it to Spectrum...
zx is faster, i guess the screen size is the main issuue, 240x200 against 256x192
so the last line sq heigth 8 bits is an isue
Re: Space:1999
Just so you all know, i just bought the complete 2 season bluray boxset of Space 1999. Over and out
I don't have anything cool to put here, so i'll just be off now to see a priest with yeast stuck between his teeth and his friend called Keith who's a hairpiece thief...
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Re: Space:1999
Nice!
Not related to getting the game ported but I still think the Eagle was one of the best Spaceships ever designed.
R Tape loading error, 0:1
Re: Space:1999
I have a great Diecast model of a "medical" Eagle, like the one you have shown.
I never really understood how the crew fitted in the cockpit (taking as reference the side door on the medical pod, and Eagle head entry), since it looked larger when seen from inside, than the space that is left behind those big black "carvings" on the head of the Eagle, when seen from the outside. It's probably just movie magic