The gameplay portion of this game is 100% complete now. Here's the final things on my to-do list:
1. Titlescreen Music and/or music for the final "you won the game" screen.
2. Check and tweak all sound effects. Most of my testing is done at work with no sound - I need to make sure all sound effects work correctly.
3. Bug testing. There are specific areas I need to test on real hardware as well.
A. Done - Entering and exiting secret rooms - need to make sure they don't make the screen roll
B. Done - Enemy death animation - need to make sure it doesn't cause a screen roll. I may adjust the speed of the animation or number of frames used.
C. That the game is winnable - I need to play through an entire game without using the debug mode cheats.
D. Further test and make sure all items work as expected (shield, gun powerup, keys, etc) in all areas/rooms of the game.
4. Create final version of the map and instruction manual.
Well, I've been really busy the past few weeks and haven't had much time to work on the game or read the forums. I made some more bugfix changes to the code - there was a severe screen roll when changing to and from the secret rooms that I've fixed, and somewhere along the way I must have accidently deleted the code that let you discover the hidden keys, I've added that back in. The only items on that list that are complete are 3A and 3B.
How about causing a rock to fall from top to bottom of the screen every time indy fires his loud gun in all parts of the cave immediately after killing a monster? and having occasional rocks falling sideways in all the lava cave screens as you have it in the rockslide? or perhaps causing a rock to fall for touching the cave walls with the earthquake noise?
I like all of those ideas. I can try and implement one or more of those in the next revision. The problem always comes in when I do hardware testing, I won't know what will work until I test it. I guess I'm not 100% done with gameplay additions after all.
Do you need help with the music?
I could probably try to help, if all else fails.
Been awhile since I wrote anything for 2600, but it would be a shame to have this gem go out without that little extra "oomph".
So, what are the limitations?
Are we stuck in one bank, and if so, how many bytes do we have to work with?
Or, can we swap banks for a little bit, and therefore keep things pretty open?
CurtisP had offered as well, but I'd love to see what you could come up too with if you've got the time. I'm sure I could do a little cleanup in some of the banks if I looked, and some things could probably be moved around between banks. Here's what the free space looks like in the current version:
140 bytes of ROM space left in bank 1
966 bytes of ROM space left in bank 2
603 bytes of ROM space left in bank 3
1113 bytes of ROM space left in bank 4
193 bytes of ROM space left in bank 5
248 bytes of ROM space left in bank 6
577 bytes of ROM space left in bank 7
164 bytes of ROM space left in bank 8
Currently, the titlescreen asm code is in bank 7, where there's only 577 bytes free. Is that enough space? Also, since the titlescreen doesn't use bB, it's all asm, so any music code written for that screen would have to be added to that mini-kernel. I don't necessarily think we'd be stuck using one bank to add music, but it may complicate it a little bit. If you're interested, shoot me a PM. I agree it would be a great way to add a little extra "oomph" to the game...but I'm positive I can't do it myself.
It seems like you would still have the rom space and the cycles to create a lot more monsters and obsticles using the ball. You can do a lot with it with some creativity
You're right, I could add some more obstacles with the ball. I'd have to balance it's use with that of the shield, however, which also uses the ball - I couldn't have both on the screen at once.
I've been fighting with using too many cycles for much of the development of this game - most of my revisions have been to fix hardware compatibility issues. Cycle usage is still a problem when you fire the gun, but otherwise I seem to be in good shape. On my old 1980's TV I don't notice it, but when I hook up the Atari to my large screen TV you can see a very
slight screen jitter when you fire your gun, and it only happens when you fire near the bottom of the screen. It's so minor that I don't think I'm really going to worry about it - especially since shaking the screen is already part of the game.
I checked the actual version of "Cave In"with real hardware and i have good news for you.I tried several times to get this bug(from the emulator)in the lava room,but everything works great.No bugs found.
Thanks for continuing to test this for me Walter, you've been a great help!
Thanks to everybody for all the feedback!