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Plim


atari2600land

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Since Jack and the Beanstalk is almost done with, I've begun work on a new game. I've decided that NybBles could be an Easter Egg in this game i've begun. Here's what I have so far. If you're wondering why it's a guy watching TV, it's because while he does, he begins to hear strange sounds. He looks to the window and sees a huge flying saucer and aliens. "Well, it's time to go kill them." he thinks. So he grabs his gun and goes outside, only to find that the aliens are much more powerful than he thought. So level 1 is a platformer where he tries to outrun the aliens to get into his own flying saucer equipped with guns, where then it becomes something like a cross between Asteroids, Space Invaders and Vault Assault. This may be too ambitious, but I'm toying with something like that. Anyway, for now, here's a program of a guy watching TV ;) Kinda boring what he's watching. I wish it could be a test pattern, too bad the 2600 can't do vertical color changing.

tv1.bas.bin

tv1.bas

Edited by atari2600land
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  • 2 months later...

I've added some more things to this because I got bored. At the end is the title screen, which I'm hoping someone could do a really long, groovy title screen song to (I have 1,598 bytes left in what will soon be bank 1). By the way, "Plim" is what the race of aliens that land here are called. Enjoy!

plim.bas.bin

plim.bas

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This is what I meant by "platformer chase." Press fire at the title screen to start the game. Since fire is jump, right will be used to fire the bullets. You can jump, but you can't fire yet. Neither can the alien. I'm also wondering why there's 1,768 bytes left in bank 2 when there's nothing in there yet.

plim4.bas.bin

plim4.bas

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I really like this idea, and what you've got done so far looks great. I think you made great choices on kernel options, it's good to see your games get more colorful. I noticed that the 6th score digit is buggy in your games too, have you asked fred about that particular bug?

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The bug is probably there because I use digit 'A' when I refer to a score digit. I fixed this by making a score graphics asm file that actually has A (and B) as a blank, what I intended it to be. Thanks for the compliments.

plim5.bas.bin

Edited by atari2600land
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Triple-width sprites are cool, but they can eat up a lot of rom. Have things changed with bB as far as all the sprite data being moved to one bank? If not, making an intro like this can use up a good chunk of what is available. I think MR has posted a trick for grabbing sprite data from any bank, you should consider using it in your intro if your game is going to have a lot of different sprites. It also makes it possible to alter only certain lines of a sprite, so you could pretty easily animate his eyes, mouth, arm, etc; without having to completely redefine the sprite.

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  • 1 year later...

After about 3 more hours of programming, I finally have the beginnings of an end sequence to level 1. To see it, shoot the alien and hit it 20 times. I might change the number of times to shoot the alien, but there's no time limit, so I don't know. In the end, I want this to be either 32k or 64k, provided if bB ever starts supporting 64k...

plim7.bas.bin

plim7.bas

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