Just Jeff Posted February 26, 2017 Author Share Posted February 26, 2017 Here's what I've come up with for the title screen 48 pixel image. How's it look? 2 Quote Link to comment Share on other sites More sharing options...
TheHoboInYourRoom Posted February 26, 2017 Share Posted February 26, 2017 Here's what I've come up with for the title screen 48 pixel image. How's it look? Battlepong 2-26.jpg Snazzy. 1 Quote Link to comment Share on other sites More sharing options...
Just Jeff Posted February 27, 2017 Author Share Posted February 27, 2017 (edited) So here it is in the title screen. I wonder if its big enough. Edited February 27, 2017 by BNE Jeff Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted February 27, 2017 Share Posted February 27, 2017 Looks good to me 1 Quote Link to comment Share on other sites More sharing options...
TheHoboInYourRoom Posted February 28, 2017 Share Posted February 28, 2017 I wonder if the logo might not be more visually imposing if you did it in a two-line kernel, to make the pixels more square like in your Excel screenshot. But the one-line resolution looks good too in any case. Quote Link to comment Share on other sites More sharing options...
Just Jeff Posted February 28, 2017 Author Share Posted February 28, 2017 That sounds good.. And I also think its good as is. I think just having something up there is good for now because I still need to add other things. I still need to add a little menu to select one or two players and maybe some other flair. Speaking of that Excel spreadsheet, seeing it that big, I think converting this to PF graphics would look good too. Darrell.. I noticed in Medieval Mayhem, you had to re-write a lot of the code for each individual 48 pixel graphic. Why did you have to do that and not use a subroutine? Was it because the graphics were different heights? Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted February 28, 2017 Share Posted February 28, 2017 Darrell.. I noticed in Medieval Mayhem, you had to re-write a lot of the code for each individual 48 pixel graphic. Why did you have to do that and not use a subroutine? Was it because the graphics were different heights? It's a dynamic menu, the extra code is determining things like which of the MORE indicators to display, such as bottom only: Both: Top only: which options are shown (the menu scrolls), the color of the text (selected option & value are colored differently), and the value for each option. After each of those are figured out and prepped for, the Show48graphic subroutine is called to display it. Additionally paddle readings are taken during the menu. Note: the "more" indicators are always displayed, they're just colored black when they're not needed: 1 Quote Link to comment Share on other sites More sharing options...
TheHoboInYourRoom Posted February 28, 2017 Share Posted February 28, 2017 That sounds good.. And I also think its good as is. I think just having something up there is good for now because I still need to add other things. I still need to add a little menu to select one or two players and maybe some other flair. Of course. Better to get the functional stuff out of the way first. 1 Quote Link to comment Share on other sites More sharing options...
funkheld Posted March 23, 2017 Share Posted March 23, 2017 Why is this message coming? greeting Quote Link to comment Share on other sites More sharing options...
Just Jeff Posted March 25, 2017 Author Share Posted March 25, 2017 Hmm not sure, but it looks like you are trying to load the wrong file. You need to load a .bin file- BP1.bin. Quote Link to comment Share on other sites More sharing options...
Just Jeff Posted March 25, 2017 Author Share Posted March 25, 2017 It's a dynamic menu, the extra code is determining things like which of the MORE indicators to display, such as bottom only: Thanks, I'll have to look at that.. but I wasn't specific enough. I'm referring to parts like this: lda #<Fireballs sta G48 lda #>Fireballs sta G48+1 lda #<(Fireballs+19) sta G48+2 lda #>(Fireballs+19) sta G48+3 lda #<(Fireballs+38) sta G48+4 lda #>(Fireballs+38) sta G48+5 lda #<(Fireballs+57) sta G48+6 lda #>(Fireballs+57) sta G48+7 lda #<(Fireballs+76) sta G48+8 lda #>(Fireballs+76) sta G48+9 lda #<(Fireballs+95) sta G48+10 lda #>(Fireballs+95) sta G48+11 ldy #18 Each graphic has its own indirect addressing setup like this. Is there a way that "Fireballs" and the other names could be switched to a variable so this routine could be called for each graphic, not rewritten each time for Fireballs, etc? Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted March 25, 2017 Share Posted March 25, 2017 Aha! Looks like that's from an earlier build, that no longer exists in the latest source code for Medieval Mayhem. I suspect that's from before the menu scrolled up/down and those instructions are being run while the menu is being drawn, so speedy performance would have been a requirement. All of those values are pre-calculated by DASM, so every LDA takes just 2 cycles, while every STA takes 3, or 60 cycles (less than a scanline of processor time) to set all of them. Any other option would take the 6507 longer to run (ie: a second scanline of time). 1 Quote Link to comment Share on other sites More sharing options...
Just Jeff Posted March 26, 2017 Author Share Posted March 26, 2017 (edited) Here's the latest version with a functioning start menu, and the 2 player version of the game functions as well. Game can be selected with the joystick, and started by pressing fire or the reset switch. I want to add music or sound as well. Any suggestions? BP6.bin Edited March 26, 2017 by BNE Jeff Quote Link to comment Share on other sites More sharing options...
tschak909 Posted March 26, 2017 Share Posted March 26, 2017 This is easily turning into one of the most gonzo games i've ever seen. -Thom 1 Quote Link to comment Share on other sites More sharing options...
Just Jeff Posted April 1, 2017 Author Share Posted April 1, 2017 Strange issue.. In Stella, the main menu works only the first time. If I close Stella and then re-launch the game, it skips the menu and goes straight to the game. Is there an issue with CLEAN_START or Stella? Surely its not my code Quote Link to comment Share on other sites More sharing options...
Just Jeff Posted April 1, 2017 Author Share Posted April 1, 2017 Hmm. just discovered something: I have .bin associated with Stella in Windows so I can just double click a bin and Stella launches. That is where the issue appears. If I run Stella and load the .bin from it, the problem doesn't happen. Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted April 1, 2017 Share Posted April 1, 2017 Turn off the randomize settings in Stella, found at the at the bottom of the TIA and I/O tabs. If the problem clears up you're most likely missing a # somewhere. See reply #17 for more info. 1 Quote Link to comment Share on other sites More sharing options...
Just Jeff Posted April 1, 2017 Author Share Posted April 1, 2017 Thanks- TIA random was off already. I/O was on so I turned it off but that had no effect. I'll have to start checking for missing #s. Now I found this- When I re-launch the game via the associated .bin and the issue occurs, if I hit F3 and reload the ROM, it starts properly at the menu screen. Quote Link to comment Share on other sites More sharing options...
Just Jeff Posted January 29, 2019 Author Share Posted January 29, 2019 (edited) I made a lot of changes in an attempt to finish: (Don't try the one player game, you can't fire for some reason) The ball no longer escapes the playfield when its angry There is an intro sequence instead the jumbotron cycling through endlessly The prizes and ball mood are triggered by you now instead of just cycling through There is rudimentary gameplay- serving, scoring, sound, an end (just goes to static for now at 5000 points). Racquetball style volleying (the ball has to hit the back wall before you can hit it). Missiles are now fired by you, and hitting the other player has effect BP7u.bin Edited January 29, 2019 by BNE Jeff 2 Quote Link to comment Share on other sites More sharing options...
Arenafoot Posted February 1, 2019 Share Posted February 1, 2019 I made a lot of changes in an attempt to finish: (Don't try the one player game, you can't fire for some reason) The ball no longer escapes the playfield when its angry There is an intro sequence instead the jumbotron cycling through endlessly The prizes and ball mood are triggered by you now instead of just cycling through There is rudimentary gameplay- serving, scoring, sound, an end (just goes to static for now at 5000 points). Racquetball style volleying (the ball has to hit the back wall before you can hit it). Missiles are now fired by you, and hitting the other player has effect I tried it on both the Harmony Encore and the UNO cart and both have the issues you stated above. Quote Link to comment Share on other sites More sharing options...
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