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#76 atari2600land OFFLINE  

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Posted Thu Aug 13, 2009 4:13 PM

Added some anti-repeat code. Great idea RevEng, wish I'd thought of that!

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#77 atari2600land OFFLINE  

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Posted Thu Aug 13, 2009 6:33 PM

Decided to test the scanline count. I think I fixed all the places where it was over 262. Can someone test this game on a real 2600 to see if it works?

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#78 smartkitten26 OFFLINE  

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Posted Thu Aug 13, 2009 8:09 PM

I just have one more suggestion: Could you change the
playfield color every 5 points, Just like in the original game?

#79 atari2600land OFFLINE  

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Posted Thu Aug 13, 2009 8:34 PM

I just have one more suggestion: Could you change the
playfield color every 5 points, Just like in the original game?

You mean 10? I don't think I can because of the two-player option, if one player has 8 lines and the other has 11, I couldn't change part of the playfield vertically like that.

#80 smartkitten26 OFFLINE  

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Posted Fri Aug 14, 2009 12:45 PM

I just have one more suggestion: Could you change the
playfield color every 5 points, Just like in the original game?

You mean 10? I don't think I can because of the two-player option, if one player has 8 lines and the other has 11, I couldn't change part of the playfield vertically like that.


You can by using CTRLPF=03 wich let's you use player0's color for the the left side and
player1's color for the right side

#81 atari2600land OFFLINE  

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Posted Tue Aug 18, 2009 9:29 PM

The main reason I haven't been working on Tetris is that I found a bug, got discouraged, and I don't know how i did it or how it can be duplicated. I know it has something to do with being near the end of the game (at the top.) I'll play it some more and see if I can do it again and find the cause. (That and Boxiz is much easier to work on.) If I release Tetris, it'd have to wait a while because I'm using the SuperChip and there's no (feasible) way to release SuperChip games, at least not now anyway.

#82 sandmountainslim OFFLINE  

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Posted Wed Aug 19, 2009 8:02 PM

I thought someone was workin on an alternative to the Superchip?? Maybe my memory is all fuzzed.
Wp

#83 atari2600land OFFLINE  

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Posted Wed Aug 19, 2009 10:29 PM

I thought someone was workin on an alternative to the Superchip?? Maybe my memory is all fuzzed.
Wp

Yes, someone is working on a way to release SuperChip games, but it's not finished yet.

#84 atari2600land OFFLINE  

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Posted Fri Sep 4, 2009 4:41 PM

I am completely stumped as to why this won't compile. Could someone take a look at this and tell me why?

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Edited by atari2600land, Fri Sep 4, 2009 4:46 PM.


#85 smartkitten26 OFFLINE  

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Posted Fri Sep 4, 2009 4:59 PM

.


Edited by smartkitten26, Wed May 20, 2015 11:04 AM.


#86 atari2600land OFFLINE  

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Posted Fri Sep 4, 2009 5:04 PM

If this helps, when I try to compile it, it says:
Possible duplicate label: L011 117f
So apparently it thinks I have a duplicate label somewhere but I can't seem to find it!

#87 smartkitten26 OFFLINE  

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Posted Fri Sep 4, 2009 5:19 PM

.


Edited by smartkitten26, Wed May 20, 2015 11:03 AM.


#88 RevEng OFFLINE  

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Posted Fri Sep 4, 2009 5:48 PM

Problem 1: There is no label erase_line_1c_p1, but you're trying to goto it. I think you meant erase_lines_1c_p1.

Problem 2: This one might just be a problem on my setup, but for some reason the asm is using "pfwidth" when pfres is defined, and pfwidth isn't in any of my headers or bB asm files.

If you add "const pfwidth=4" in addition to the pfres constant, you can then compile.

Edited by RevEng, Fri Sep 4, 2009 5:50 PM.


#89 atari2600land OFFLINE  

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Posted Fri Sep 4, 2009 6:37 PM

Fixed it! It was RevEng's idea, and i discovered it on my own. The reason I was trying to mess with it at all was to fix the various bugs. Please play this latest version and tell me what bugs you see if any.

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#90 smartkitten26 OFFLINE  

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Posted Fri Sep 4, 2009 7:22 PM


Fixed it! It was RevEng's idea, and i discovered it on my own. The reason I was trying to mess with it at all was to fix the various bugs. Please play this latest version and tell me what bugs you see if any.


When I clear a line the score moves by more then 1, is this a bug or a feature?

Another thing I noticed is that once the score gets into the 100s the numbers get scrambled up

Edited by smartkitten26, Wed May 20, 2015 10:54 AM.


#91 MausGames OFFLINE  

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Posted Fri Sep 4, 2009 9:17 PM

I've been sitting on my Superchip 2-player tris for a while now, and honestly it doesn't do much that Chris' version does not. The main differences in mine being a higher vertical resolution, player-masked dropping blocks (for more color), multicolor backgrounds, and multiple 1 & 2 player modes.

I never would have been able to pull off anything close to this without the sc, I'm definitely impressed. I think you could use the players for more color though and possibly add more modes without going the sc route.

#92 atari2600land OFFLINE  

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Posted Fri Sep 4, 2009 9:48 PM

I AM using the Superchip. By the way, I have a new version. I know there are still some bugs that have to do with the number of scanlines going over 262 and the dreaded red number has appeared again, but this is to get both sides changing colors once they reach a multiple of ten (Nati's idea). I'll keep working on this. Since the shapes change colors, I changed the game's background color to black. I think it's cool-looking with the colors that appear now (While playtesting, I haven't had a chance to go above 19 lines. I'll do that now to see what the colors look like afterwords.) What I'd really like is a two-player 3 digit score. (Curtis P, this seems to be your forte.)

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#93 kenfused OFFLINE  

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Posted Fri Sep 4, 2009 10:43 PM

Every time you powerup the game, the piece order always seems to be the same. You probably should have it pull random numbers while on the title screen, and then until the person releases the button to get a random starting value for the first game.

#94 atari2600land OFFLINE  

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Posted Sat Sep 5, 2009 12:35 AM

This is a little better about having different pieces at the start. I think most if not all red numbers and scanlines above 262 are gone.

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#95 atari2600land OFFLINE  

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Posted Sat Sep 5, 2009 7:17 PM

Added a sound effects for moving a block left, right, and turning. It also hits the ground with a thud.

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#96 MausGames OFFLINE  

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Posted Sat Sep 5, 2009 11:16 PM

Oh, I thought it was a custom kernel. Since your last ver there is a new issue; quick-tapping fire slows the drop quite a bit. Timing should be 100% consistent.

#97 smartkitten26 OFFLINE  

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Posted Mon Sep 7, 2009 11:09 AM

.


Edited by smartkitten26, Tue May 19, 2015 3:02 PM.


#98 atari2600land OFFLINE  

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Posted Thu Nov 12, 2009 8:21 AM

OK, I got back to working on this again. There is only a one-player option because I'm going to add a B-Type mode. For those of you who aren't into Tetris for the Game Boy or NES, B-Type is where garbage blocks fill up some space and your job is to get 25 lines and if you can, clear up some of those garbage blocks. I haven't added this in yet, but when you start the game, you will be able to choose between levels 0-9 (0 being slowest and 9 being fastest) in both A-type and B-type.

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#99 atari2600land OFFLINE  

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Posted Thu Nov 12, 2009 3:06 PM

I got a two-player simultaneous version going. I didn't think I would be able to, but I did.

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#100 atari2600land OFFLINE  

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Posted Fri Nov 13, 2009 10:41 AM

You may have noticed in the last version, the score turned red during certain times in the 2-player mode. I've fixed that. Please tell me if you see any red score or any suggestions/improvements I can make on this.

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