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Braze Technologies |
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Innovative solutions for the "classic" arcade collector |
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| Asteroids Multigame - Asteroids, Asteroids Deluxe, Lunar Lander |
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Price is still not yet finalized. I'm trying to procure additional POKEY chips and depending on how that goes will directly impact the price of the kit. I may offer a pokey-less kit for those who want to save a little money and provide their own pokey chip. Stay tuned for updates.
On the technical side, I have done some low-level optimizing to lunar lander vector drawing of the main static fixed text. This speedup will free some valuable vector drawing time in LL allowing (I hope) for a word to be displayed indicating the current mission during gameplay. Lunar Lander already draws considerably more vectors than its Asteroids counter parts and this is one reason why LL has a slower effective "frame" rate than Asteroids. This optimization which is totally invisible will allow extra vectors be drawn without impacting the frame rate. For those geeks like me who are interested eventually I will post a tech article about what was done to achieve this.
There are a quite a few things I'm juggling right now related to the multigame. Some people keep asking what is the hold up? Will it ever be released? Is it just vaporware? What about Lunar Lander? What is the plan? Is there a plan? Here is some info in no particular order to get things going.
I dont want to release this product before the software is totally ready and then be in a situation where I have to keep providing updates and bug fixes. This is further complicated because I share a bunch of common source code between the Asteroids version and the Deluxe version and the Deluxe version is staggered behind in software development. I need to weigh the risks and benefits of when it is a safe time to release the Asteroids version.
I also do not want to release this product until I understand better the "roadmap" of how a possible external Lunar Lander analog thrust circuit will fit into the product line and if there may be other add-on products or options. I'm currently experimenting with several different types of external Lunar Lander thrust interfaces using the Pokey chip. And the interfacing is different for the Asteroids kit versus the Deluxe kit. This is still work in progress to make sure the current design can handle some type of optional add-on thrust controller in the future.
I wont say I have heard it all, but I have gotten some opinionated feedback over the last 5 years about it and the opinions are all over the map. In one sense it reminds me of a few naysayers when it came to the space invaders multigame that downplayed Lunar Rescue. Again saying they only wanted SI/SID. After it was released you dont know how many emails I got saying that Lunar Rescue was one of their favorite games in the set of eight games. The opinions remind me of what my old boss used to say. "Opinions are like butt holes, everybody has one, and they all stink."
I'm trying hard not to take sides on this debate. I have my own personal opinions and those who have known me for a while know I do not like multigames that require control panel changes or that require external reset switches. I'm a vocal advocate of, for example, P1+P2 start buttons for switching games/menus, high score save, improved freeplay, improved diagnostics, and setup/config menus for game settings.
So this is a tough one for me. Obviously my personal opinions do have some influence to my products and what products I make. Of course they do. I'm trying to stay open minded and flexible and hopefully and strike a balance with the options for an external Lunar Lander thrust interface while at the same time not burdening the people that have no interest in using it.
I made the mistake of having 500 blank pcbs produced for the vector daughter card for the Asteroids kit before I had finished designing the Deluxe kit. When I did the Deluxe kit I realized I could use a common vector daughter card for BOTH kits and and at the same time remove one of the wires that needed to be attached to the board. So at that point I made the hard decision to throw out the 500 blank asteroid vector pcbs and ordered 500 of the new common board that works for both. I bring this up only to emphasize my point that I'm trying to make sure I really understand the roadmap of these products before I invest in any more parts or PCBs.
The Asteroids and Deluxe kits vary in some areas. The Asteroids version of the kit requires that two wires be soldered (attached) to the asteroids board. So the installation is a little more complex than my other products. The Deluxe version of this kit is plug-n-play just like my other products. The Asteroids kit contains an on kit Pokey chip, the Deluxe version uses the Pokey on the Deluxe boardset and that chip is left unpopulated on the Deluxe kit which should allow the price of the Deluxe kit to be sightly less than the Asteroids kit.
The Asteroids board has analog sound circuits on it to generate game sounds such as saucer, thrust, shots, explode, bonus, etc. The Deluxe board has a couple of analog sound circuits and instead uses a Pokey chip to generate most of the sounds. This works well for the Asteroids version of the kit, as that kit adds the pokey and the multigame then has the ability to use all of the Asteroids analog sounds and in addition use the on kit Pokey for the Deluxe sounds and the end result is an exact match for sounds between Asteroids and Deluxe.
The Deluxe version of the kit is not as lucky. For The Deluxe version the "missing" analog Asteroid sounds are produced by the new software to interface to the Pokey. So these sounds are not exact matches. I attempted to map the sounds as best as possible given the limitations of the Pokey chip. I also chose not to just copy the Deluxe sounds to Asteroids. For example, the Asteroids native analog saucer sound is a different sounding than the Deluxe Pokey generated saucer sound. Instead of just copying the Deluxe Pokey sound to Asteroids, I altered the sound to give it a pitch more like the original analog asteroids circuit generated. Again, this is not an exact match and because of Pokey limitations you will never be able to achieve a high quality sound like an analog circuit can generate.
Send me an email using the link at the bottom to get on the notification list or to ask questions about the multigame. By using the subject title in the link will help me auto-sort these requests. Thanks.
Be sure to include the following information:
Use this link email me: arcade@brasington.org subject: ADL Asteroids Multigame