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2017: An Orange Odyssey


atari2600land

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So last night I began work on Oranges for the Odyssey 2. Right now it's a proof-of-concept, but with a few months' worth of work, hopefully I can turn this thing into an actual game people will want to play. As you can see from the screenshot below, most of the stuff is in there now: man, oranges, collision detection, up and down movement for the guy. I need to add a score and left and right movement, though I don't want to today because my eye is starting to hurt. I worked on this today a little, too. I got pretty angry at it until I realized I made a dumb mistake in the movement code: I was using mov instead of add. Duh. So anyway, what I have so far is just shy of 600 bytes, so I think I can do it in 2k. I got my Odyssey 2 out in the pantry and successfully made it work on a real Odyssey 2 after some code modifying.

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The oranges are done using the circle character. You can have up to 12 characters on screen at the same time. The Odyssey 2 has 64 unique symbols it can display, called characters. They contain letters and numbers and different shapes, one of which is the circle you see here. And that's why it's "oranges." I guess I could have used bananas for the Game Boy game, but I consider oranges to be more sinister, mostly because of their icky smell and taste.

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