Bouncy Ball 2 is a side scrolling action game reminiscent of Ping Pong and Arkanoid. It is the enhanced version of Bouncy Ball, and is targeted for the Coco 3. Bouncy Ball 2 boasts high resolution graphics, animation, sound and music. More levels, more sound, more graphics. Hey, sometimes more is more.
Follow the BB2 development blog where I post progress reports every week or two.
About Bouncy Ball 2
My first version, Bouncy Ball was released at the CocoFEST 2016, and was well received. BB1 was coded in C using CMOC, and was an exercise in learning about the Coco. Now I have turned my attention to learning assembly.
As such, Bouncy Ball 2 will be 100% assembly. I decided to use the 256×192 16 color mode, as that graphic mode is ideal for taking advantage of hardware scrolling. Also, what makes this mode cool for me, is that it’s a mode that I was never able to use when I was a teen programming in BASIC back in the 80’s. Heck, I didn’t even know the mode existed.
Any Coco 3 hires graphics mode is going to gobble up your available memory. In this case, 48K for just one page of video memory! This means we will be making use of the GIME’s MMU, which maps memory into the 6809’s 64K address space. Another nice thing about this video mode is that it fits perfectly into 3 8K MMU blocks.
So in all, we get to play with hi res graphics, palette sequencing, MMU, hardware scrolling, and using the Orchestra.
I have been wanting to work with others on home brew games for years. It’s finally it’s happening. Should be interesting since one is in another state, and the other is almost on the other side of the world. Why can’t they just live next door so we can have late night coding sessions? Guess Skype will have to do.
Lee Patterson: Design, programming, art. While designing the game, I’m coming up with new ways to torture the users by making them actually think they have a chance at getting anywhere in the game. I’ll be creating the game engine which includes an animation system to dazzle users with the hi res graphics, and hardware scrolling.
Simon Jonassen: Programming, sound, music. Simon plans to twist the GIME into knots, make it do weird and wonderful things, and just plane abuse the poor thing. He is the primary programmer on the Orchestra–90 and Speech Sound Cart. Simon will also be taking my code, and after a good laugh he will shred it, then spit and polish it. In other words, he will optimize the crap out of it.
Paul Thayer: Art. Making pixels do his bidding, or at least appear to. That’s the magic. I think he sees the world in 16 colors.
For those who are curious, my development setup is:
- UltraEdit is currently my editor.
- LWTools for compiling.
- MAME emulator for testing code.
- Color Computer 3 with 512K and a 6309 CPU. A second Coco 3 has 128K and a stock 6809 CPU.
- Multi-Pac with an Orchestra 90, Speech Sound Cart and Coco SDC, and the 4th slot currently occupied by Mega-Bug.
- Tandy Deluxe Joystick
- Serial to USB connector for DriveWire.
- Main machine is an iMac.
- Windows Notepad for his editor
- VCC for testing
- Color Computer 3 with 128K and a 6809
- XRoar and EDTASM’s zbug for debugging
Required: Coco 3, 128K, 6809
Supported: Orchestra 90
Recommended: Joystick, Orchestra 90 (for enhanced sound and music)