Animation Working

Feel free to download the latest build. I’m quietly pleased with how much progress I made, though for any of you doing any development, it’s nothing to write home about.

As for me, given the other demands on my time, I’m pretty happy.

chimera.zip

Keys are WASD to move around the (entire) map. Use [ or ] to zoom in and out.

Roboman is in there, animated at different speeds.

Oh and the zip file contains both Mac and PC versions. Yes, thanks to the wonders of the Cinder library, I am multi platform, simultaneously, not that with my simple code that’s much of an achievement! (PC I hear you ask? Yes, this Macophile bought a cheap Dell laptop from Asda. It’s been good for Steam games too.)

Tomorrow I’m back to work, so progress will slow down again. It’s been a fun 4 days!

The Power of Modern Machines

As you know, I have a version of the map data, I have the graphics from the Spectrum version and I’ve started to get things up on the screen.

I’m having to re-arrange the room data, and to that end I wrote an editor. I realised with a frisson of delight that it wouldn’t be impossible to draw all 64 rooms at the same time if I scaled the map down. So that’s what I did, and I threw in a simple editor that allows me to re-arrange the room. I could extend this to allow the room to be edited too, but I don’t need that just now.

I even have the original ZX Spectrum colours reproduced. I’m toying with the idea of allowing the use of graphics from any of the four original versions.

If anyone wants the Mac executable to play around with, let me know, not that it does much apart from scale the scene up and down and allow you to do a sliding puzzle on the whole map.

Chimera map

All 64 Rooms Displayed

I’m currently using Cinder after openFrameworks stopped working on Mountain Lion for some weird 64-bit reason. No matter what I tried with openFrameworks, I couldn’t get Chimera compiled. I put a message up on the forum a few days ago, but nobody has responded, and there doesn’t seem to be a lot of activity, so I decided to give Cinder a try instead. Now Cinder seems to work fine on my MacBook Air, but resolutely refuses to run for more than six or so seconds on my Mac Mini without crashing, even with an empty app.

Now I have all 64 of the original map rooms displaying and I’m very pleased about that. Here’s a screen shot taken from a running build on my Mac.Screen Shot 2012 08 23 at 22 36 59

And here’s another…

Screen Shot 2012 08 23 at 22 38 43

Blocks Merged

I’ve just used some jiggery-pokery in Acorn to merge the masks and blocks.

Here’s what I did:

  1. Open the mask and image files
  2. In the mask, I used the instant alpha tool over the bits that should show what’s underneath, usually around the edges
  3. In the mask, I flood filled the blue with black, with anti-alias turned off
  4. I copied and pasted the image into the mask
  5. Then, I used the Destination Atop blend mode and everything seemed to look OK.
  6. Finally, I saved the merged file for use in a modern graphics engine, the results are below.

Block 1 mergedBlock 2 mergedBlock 3 mergedBlock 4 mergedBlock 5 mergedBlock 6 mergedBlock 7 mergedBlock 8 merged

The first one always takes ages, then you get really fast. That’s old school. No fancy gimmickry. Just work on the process, it won’t be easy at first, but repetition is the mother of skill.

Next, I need to work out what the room table indexing was so that I can display the room data I typed in earlier today using a “DrawRoom” routine, isometrically of course. This time, I hope to avoid the bugs I had in the original, but we’ll see.

So, ActionScript? C++? C#?

Chimera Disassembly Help Needed

To build some momentum, I’m going to remake the original in ActionScript and put the finished version up here.

To that end, I’ve started typing in all I have of the original source, which is the room data. I’m at room 8, and that means I’m 1/8th of the way through…

I need your help. I need a disassembly of any of the original versions please. Reasonably clean, ideally with data. You will get a credit in this and the rewrite if you can help and of course a free copy whenever the remake is eventually out. It will also make me really happy and save me time.

So if you can, the originals in case you need reminding were on the Spectrum, the Commodore 64, the 8-Bit Atari, the Amstrad CPC range and the Watara SuperVision. Please help – and ask anyone you know who might be able to help to try and get a disassembly for me. I can still read just about any assembler, so I’d be eternally grateful!

 

(Update: I’ve just typed all the room data in by hand, so that’s a start.)