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K.O. Cruiser - my first homebrew


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#126 Cafeman OFFLINE  

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Posted Tue Oct 14, 2008 12:20 PM

How many characters can you fit in the game? Imagine fighting George Plimpton ("G.P. Limp ton" ?) :)

#127 Devin OFFLINE  

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Posted Tue Oct 14, 2008 1:52 PM

How many characters can you fit in the game? Imagine fighting George Plimpton ("G.P. Limp ton" ?) :)


I'm looking to fix 5 on the final release. That's about as much as I can fit into the bank I use for graphics and sound. I might be able to fit more if I was going to 16k. I will do that for a sequel.

At the moment, they look like they will be as follows:
  • Tomato Stan
  • Wally B.
  • Major Concussion
The last two are still being worked on. I will probably use the guy in the Commodore 64 picture on the first page.

#128 Nathan Strum OFFLINE  

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Posted Tue Oct 14, 2008 1:59 PM

Just curious - why not go 16K? The more the merrier!

And it might give you enough space for Seemo's ring girl. ;)

#129 Albert ONLINE  

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Posted Tue Oct 14, 2008 2:23 PM

Just curious - why not go 16K? The more the merrier!

And it might give you enough space for Seemo's ring girl. ;)

Yeah, the cart cost is no different for an 8K cart versus 16K (or for that matter, 32K). :D

..Al

#130 Devin OFFLINE  

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Posted Tue Oct 14, 2008 5:46 PM

Just curious - why not go 16K? The more the merrier!

And it might give you enough space for Seemo's ring girl. ;)

Yeah, the cart cost is no different for an 8K cart versus 16K (or for that matter, 32K). :D

..Al


Is there a good template for a 16k cart?

#131 Albert ONLINE  

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Posted Tue Oct 14, 2008 8:47 PM

Just curious - why not go 16K? The more the merrier!

And it might give you enough space for Seemo's ring girl. ;)

Yeah, the cart cost is no different for an 8K cart versus 16K (or for that matter, 32K). :D

..Al


Is there a good template for a 16k cart?

That I don't know--I'll have to defer to all the masterful programmers out there. :)

..Al

#132 Hornpipe2 OFFLINE  

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Posted Wed Oct 15, 2008 1:41 AM

I modified the 8k template from Minidig for 16k a while back. I use this in Karate Master with a little modification (each bank actually contains two subroutines and selects which one to use based on the carry bit.) There may be better ways to do this but this will get you started.

http://www.atariage....howtopic=119684

#133 SpiceWare OFFLINE  

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Posted Wed Oct 15, 2008 11:53 AM

I used 32K for Medieval Mayhem. Check the source, specifically the JUMP_TABLE macro. Minor changes would be needed for 16K, or you could go for 32K and include music, fancy menu, etc. The menu in Medieval Mayhem took up 6K for the graphics and code.

#134 Devin OFFLINE  

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Posted Sun Oct 19, 2008 8:13 AM

Thanks for all the help.

I think I will go with 16k. I did some work, and I am confident I can cleave the program into four different parts. I don't know how I can cut it into 8.

The main limit right now is good 'ole RAM. My current solution for the graphics pointers uses one byte each - a starting index into a buffer. The limit is the head graphic. Each head uses 36 bytes per boxer (12 pixels x 3 variations). To stay within the 256 indexing limit, this lets me have 7 boxers.

The other solution, the one a prefer, is indirect indexing. This would cost me 6 additional bytes. I have 9 currently available (taking into account the stack). This is a tad close for comfort - at least for now. I might be able to share temporary variables between banks and make this possible.

#135 STGuy1040 OFFLINE  

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Posted Fri Oct 31, 2008 9:43 AM

Any further update on this?

#136 Devin OFFLINE  

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Posted Sat Nov 1, 2008 7:04 PM

Any further update on this?


There is not much to report at the moment. I did some experiments on the kernal code - to see if I could use pointers and still have enough RAM. I tried a few tricks, but, ultimately, I just don't have either enough RAM or clock cycles to use "workarounds". So, my upper limit of characters is 7 - which is plenty!

Anyway, I am also working to make it ready for the move to 16k - which is almost is. When that happens, the development should speed up significantly.

Edited by Devin, Sat Nov 1, 2008 8:03 PM.


#137 ginnidog OFFLINE  

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Posted Sat Nov 1, 2008 9:18 PM

Devin,

Nice work on all you have done so far....

Please add me to the list of those who will purchase this cart, when its all done,

Thanks
Paulie ( GINNIDOG )

#138 sandmountainslim OFFLINE  

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Posted Fri Dec 5, 2008 4:54 PM

Just played this game....AWESOME! It has the makings to be a great game. Will definately buy it on cart if it sees release :)
Wp

#139 cvga OFFLINE  

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Posted Sat Dec 6, 2008 10:37 AM

Wow! This is incredible. I was following the development and screen shots but never downloaded it until now. I'd definitely buy one! Great job!

#140 jc78_2005 OFFLINE  

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Posted Mon Dec 29, 2008 10:02 PM

i really cant wait for this!!! put me inline also for the first run of carts!!

#141 Devin OFFLINE  

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Posted Fri Jan 9, 2009 5:00 AM

Hello once again.

I wanted everyone to know that I am still working on this project. Now that I have a nice break from teaching, I have been able to put some major effort into the program. I've attached the latest binary. There are huge number of changes. Some of the more noticeable are as follows:
  • 16k now!
  • Added 2 characters: Rod Ickle and Major Concussion
  • Added some background music
  • The main screen will allow you to select the 4 different boxers. This is only for testing. The final version will not have this feature.
This is a nerfed version! The characters do not hit very hard. Mainly, I want to get your feedback on the scripts - what is good and what is bad about each boxer.

Also please note that:
  • I made the background a tad lighter than I plan to have it. Major Concussion's hair vanishes in pure black. Eventually, he will have a different background.
  • The system will hang (loop forever) after the fight is over. I just haven't gotten around to the "Next Contender" logic. :)
  • Major Concussion's "Cannon Punch" cannot be dodged. I will tweak the script later.
  • The "specials" occur quite frequently. This was another tweak for testing.
Anyway, I can't wait to hear your feedback. Have a great day! :)

Attached Thumbnails

  • KO_Cruiser_WIP_2000_01_09.bin.png

Attached Files


Edited by Devin, Fri Jan 9, 2009 6:07 AM.


#142 Cafeman OFFLINE  

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Posted Fri Jan 9, 2009 7:53 AM

Wow, stuck at work for the whole day but I look forward to trying out this new version tonight!

#143 Nathan Strum OFFLINE  

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Posted Fri Jan 9, 2009 2:15 PM

Major Concussion, indeed! :lol:

#144 sandmountainslim OFFLINE  

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Posted Fri Jan 9, 2009 5:35 PM

GREAT work!
This game is gonna be great. Love the characters.
Wp

#145 Devin OFFLINE  

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Posted Mon Jan 12, 2009 2:27 AM

Hello again.

I've attached a file that contains some possible start screens for the application. I would greatly appreciate your feedback and comments. Cheers!

Attached Thumbnails

  • Titles.PNG


#146 LS_Dracon OFFLINE  

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Posted Mon Jan 12, 2009 5:18 AM

I like the number 6 (last from second row).

#147 Propane13 OFFLINE  

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Posted Mon Jan 12, 2009 10:39 AM

I like 6 too. I don't like the last row of 3. :)

-John

#148 Lord Helmet OFFLINE  

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Posted Mon Jan 12, 2009 11:36 AM

I like the 3rd one (upper right hand)


btw...this game is really looking cool. I can't wait to play the final version!!

#149 Nathan Strum OFFLINE  

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Posted Mon Jan 12, 2009 12:52 PM

I like #3 and #6. ;) However, #6 is a little easier to read.

#150 BadHornet OFFLINE  

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Posted Mon Jan 12, 2009 1:20 PM

This game is making my mouth water......keeping my fingers crossed a for a soon to be release date




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