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Mord's Blog



Weird World

Posted by Mord, 27 December 2009 · 95 views
maze realms, 2600, code
So after most of a week, I finally managed to replace the old room loader with the less compact but easier to read new room loader. Essentially a change in room format. It doesn't save as much space as the older one but you end up saving space on the code portion to load it. Which is good because the Inactive Object management is going to suck up some...


Maze Realms v0.020...5!

Posted by Mord, 12 December 2009 · 81 views
maze realms, 2600, coding
I was starting to procrastinate again due to the anticipated complexity of swapping out the old Action RPG object slot variables with the new more generalized object slot variables. Finally forced myself to sit down today, despite how that's been hurting my lower back mysteriously this last week, and ironed it out.

Funny enough, it went by a lot...


Maze Realms (v0.020)

Posted by Mord, 19 November 2009 · 72 views
2600, code, maze realms
Ok, this should do for another micro-version. ;)

In this version I've redone the status bar. In this game the only things it will need is the player's magic/power bar, so I've removed the extra things. The color of the status bar (the blue part) will actually serve a purpose to indicate to the player when they step into a magic field. I'll...


Maze Realms v0.019 source

Posted by Mord, 15 November 2009 · 58 views
code, 2600, maze realms
Oh before I forget, here's the source for version 0.019. (20091113)

I've already started in on optimizing what's already there. Some things run a lot faster, other things have waste trimmed. :)

After I take another look through the code for "easy" optimizations, I'm probably going to start hacking away at the Status Bar. The only...


Maze Realms "version 0.019"

Posted by Mord, 13 November 2009 · 55 views
code, 2600, maze realms
Ok here's an updated rom for Maze Realms. (Previously "Action RPG")

Mostly this just fixes up a few scanline glitch scenarios and an update to the held-object/drop-object routines for use in the new direction this old code base is taking. (I'll be taking Action RPG in a different direction later. I figure it would be best for me to keep...


More coding babble.

Posted by Mord, 10 November 2009 · 71 views
maze realms, code, 2600
I fixed the glitch mentioned in the last post soon after the update. Not entirely sure what was going on but the bug was caused by good old copy pasta. It was testing one condition then setting a totally different one based on it and voila. Key-to-Heart glitch.

Anyway, I likely won't do the next part today as I'm a bit busy with other chores, but...


One hundred million billion dollars

Posted by Mord, 08 November 2009 · 55 views

I was discussing/ranting to nobody in particular on irc about how I'd go about doing a colecovision cartridge release, to get an idea of how much money it'd cost me to pull it off, I ended the rant with:


[19:55] <Mord> then take a large gold brick and put it in as a bonus since by then the gold brick will be cheap compared to everything else...


Actually being productive!

Posted by Mord, 07 November 2009 · 60 views
2600, code, games, maze realms
It took a few days longer than originally planned, but I finally finished reformatting the old Action RPG code and it's dubbed Maze Realms now. Action RPG has a different code base that I haven't gotten too far with just yet. It's all good tho.

So now that the insane levels of potentially inaccurate comments and the like are taken out, I've...


Maze Realms reformatted

Posted by Mord, 12 October 2009 · 75 views
code, 2600, homebrew, maze realms
Took a while for me to get to this point since I was also mapping out 7800 games, listening to music, attempting to design a few big complicated and likely unworkable 7800 cartridge formats, and various other little projects. After all that, I finally have the source code for Maze Realms (The old Action RPG code base) reformatted and compiling.

It...


PSP Go? No thanks...

Posted by Mord, 24 September 2009 · 107 views

So let me get this straight.

No UMD Drive.
Smaller screen.
Non-replaceable battery that's as weak as the 1001 series.
No memory stick duo support.
Higher cost than existing PSP 3000. (Close to the price of a PS3 with the Slim's drop in price)

No sale.

I find it funny how they're trying to entice the european market to buy one with 3 free...






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