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Atari 2600 Mecha Simulator

This project is a real Atari 2600 (4K) assembly game that simulates a first-person mecha cockpit view inspired by Star Raiders. It is designed to assemble with DASM and run on actual 2600 hardware or accurate emulators.

Core View & Cockpit

  • First-person cockpit view with a centered crosshair.
  • Heading strip across the top with N/NE/E/SE/S/SW/W/NW markers.
  • Cockpit UI at the bottom with a gear selector: R2, R1, N, 1, 2, 3.
    • Neutral (N) is the starting gear and is boxed.
    • The box moves as gears change.

Controls

  • Up/Down on joystick: shift gears.
  • Left/Right on joystick:
    • Normal: turn the legs (movement direction).
    • Hold joystick button: twist the cockpit/torso up to 90° left/right.
  • Button double-tap: toggle pause.

Movement & Gearing

  • Gears represent forward/backward movement and speed:
    • R2, R1 = reverse (slow/fast).
    • N = neutral (no movement).
    • 1, 2, 3 = forward speeds.
  • Turning changes the direction of travel (leg heading).
  • Torso twist changes only the view (cockpit heading), not movement.

Ground Motion

  • The ground is rendered with moving dirt/rock pixels.
  • Motion scrolls and shifts based on leg heading, while the camera perspective responds to torso twist for spatial realism.

Bobbing & Footfalls

  • Gears R1, R2, 1, 2:
    • The view bobs in proportion to speed.
    • Each footfall causes a small screen shake.
    • A stomp sound plays in sync with footfalls.
  • Gear 3:
    • The mech rolls on skates with no bobbing.
    • A distinct skate whine replaces stomps.

Audio

  • Deep engine hum always present.
    • Pitch increases with forward/backward speed.
    • During pause, the hum stays on at a steady pitch.
  • Stomp sound for footfalls in walking gears.
  • Skate whine for gear 3.

Tanks & World Model

  • The world uses a 32x32 grid with the player and four enemy tanks.
  • The map does not wrap: leaving the map starts a 10-second countdown.
    • If the countdown reaches 0, the game is lost.
  • Tanks slowly rotate in place:
    • One full 360° rotation takes ~1 minute.
  • Tanks are projected into the cockpit view using:
    • relative position,
    • heading/torso alignment,
    • depth mapping,
    • and directional offsets to mimic rotation.

LIDAR Detection

  • Tanks can scan the player if the mech is within the front 45° arc of a tank.
  • While scanning:
    • A red LIDAR bar fills under the compass.
    • Closer tanks fill the bar faster.
      • Very close tank: ~5 seconds to fill.
      • Far tank (half map): ~60 seconds to fill.
    • Multiple tanks can contribute to the fill rate.
    • The tank flashes red on the pause map while scanning.
  • To stop LIDAR scanning:
    • Place the crosshair on the tank to break its lock.
    • That tank is forced to rotate 45° further before it can detect again.

Pause Screen

  • Double-tap the button to toggle pause.
  • Paused view shows:
    • Black background with blue PAUSE text.
    • A centered 32x32 map.
    • The player and tanks with facing indicators.
    • Tanks flash red on the map when LIDARing.

Off-Map Countdown

  • Leaving the 32x32 map starts a 10-second countdown.
  • A bar below the compass displays the countdown progress.
  • If it reaches 0, the game is lost.

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