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The Celery Movie


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#101 MausGames OFFLINE  

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Posted Thu Dec 3, 2015 6:50 PM

I've "attacked" a2600l a few times too....I was just salty that he was making ultra-simple games and actually finishing them, while I was going too big and getting nowhere. I greatly appreciate his "whatever gets it done" approach now, and think he should be proud of his accomplishments and FINISHED projects.



#102 RevEng OFFLINE  

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Posted Fri Dec 18, 2015 10:38 AM

I have zero tolerance for the elitist bullshit in this thread.

Ignore the wankers belittling your folk art and your ability to persevere, atari2600land. Keep on keepin on.

#103 Random Terrain OFFLINE  

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Posted Fri Dec 18, 2015 1:08 PM

I have zero tolerance for the elitist bullshit in this thread.

 

I know. Celery think it's better than the other vegetables, but it's nothing but a lousy peanut butter delivery system.



#104 atari2600land OFFLINE  

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Posted Sun Dec 20, 2015 6:02 AM

Mr. Celery returns.

In this scene, Mr. Garlic is chasing Mr. Celery.

This scene makes the total length 5:30. You'll notice the y positions on some of the items are higher than normal. If you play the movie from the beginning, they move down into the correct spots.

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#105 atari2600land OFFLINE  

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Posted Mon Dec 21, 2015 12:44 AM

It's beginning to snow.

(although it looks simple, this took about an hour or so to do, I was having trouble with the screen flashing.)

If you look at the code, the snowflakes are supposed to be random, but if you put it on real hardware, it's the same pattern every time. No big deal, it doesn't need to be random. The reason I made it random is to save space.

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#106 atari2600land OFFLINE  

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Posted Mon Dec 21, 2015 5:10 AM

The giant garlic shows up and he begins to chase Mr. Celery.

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#107 Propane13 OFFLINE  

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Posted Mon Dec 21, 2015 11:26 AM

Excellent.  I don't have stella on my work computer at the moment, but I'll check it out a bit later.



#108 atari2600land OFFLINE  

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Posted Thu Jan 7, 2016 10:37 PM

Mr. Celery gets eaten by an alligator!

(this is just shy of 6 minutes - 5:57. I'm aiming for 7:15, so I'm almost done here.)

 

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#109 atari2600land OFFLINE  

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Posted Sun Jan 10, 2016 4:46 AM

I have completed episode 2. I had to end it earlier than I anticipated because I was running out of room. So it's 6 and a half minutes long instead of the 7 and a quarter I wanted it to be. I have used 31,322 out of a possible 32,768 bytes! The next step is to test it on real hardware with a Harmony cart. Once I do that and fix any bugs, then it will be done. I'm not going to give away the ending, though. If you want to see it, buy the DVD version coming out soon.



#110 chavert OFFLINE  

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Posted Sat Feb 13, 2016 11:05 AM

the full movie : celerytwo 10/14/18/19/21/23/27/28/33/34/37/39/42.



#111 atari2600land OFFLINE  

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Posted Wed Feb 17, 2016 6:46 AM

News: You can now download the entire episodes on mr. celery's official website. Does anyone have an idea for episode 3?

http://www.atari2600...om/celerymovie/



#112 chavert OFFLINE  

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Posted Wed Feb 17, 2016 7:40 AM

 

Does anyone have an idea for episode 3?

 

Space invaders go out of the tv screen and fight mister celery.



#113 atari2600land OFFLINE  

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Posted Wed Feb 17, 2016 8:48 AM

That would be interesting, Mr. Celery playing an Atari 2600 on an Atari 2600. Too many Space Invaders, though, how about Yar?



#114 chavert OFFLINE  

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Posted Wed Feb 17, 2016 9:14 AM

 

Too many Space Invaders, though, how about Yar?

 

yes, why not.  :)



#115 atari2600land OFFLINE  

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Posted Wed Feb 17, 2016 10:05 AM

Mr. Celery is playing Yars' Revenge on his Atari 2600. Nothing much is happening, just looping sfx from the game as Mr.  Celery is playing it.

 

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#116 atari2600land OFFLINE  

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Posted Wed Feb 17, 2016 10:12 AM

I'll call this episode "Yar-Mageddon," unless someone can think of a better title.


Edited by atari2600land, Wed Feb 17, 2016 10:13 AM.


#117 chavert OFFLINE  

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Posted Wed Feb 17, 2016 10:39 AM

 

I'll call this episode "Yar-Mageddon," unless someone can think of a better title.

 

The title for the third episode is well chosen. :)

 

May be later do a zoom on mister celery's tv  like in your game plim.
 



#118 atari2600land OFFLINE  

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Posted Mon May 2, 2016 4:44 PM

My computer died, so I lost the .bas file for the third episode, luckily for me I hadn't gotten very far. So something made me think of this project and I decided to restart it. I will save my progress as I go along, keeping the .bas file along with the .bin file as well. All this does is make sounds from the Yars' Revenge game.

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#119 atari2600land OFFLINE  

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Posted Tue May 3, 2016 1:34 PM

I added a little animation of the qotile chasing the Yar when they come out of Mr. Celery's TV.

 

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#120 atari2600land OFFLINE  

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Posted Fri May 6, 2016 9:29 AM

Changed it so you see the Yar coming out of the TV.

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#121 Lendorien OFFLINE  

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Posted Fri May 27, 2016 10:55 AM

What an utterly fun concept. Chiptunes have been done, but this is the first time I've heard of someone doing a "game" soley to make a "movie."I'll have to download these and take a look on my harmony!



#122 atari2600land OFFLINE  

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Posted Tue Jan 17, 2017 10:06 PM

After half-a-year, I've come back to work on this some more. Nothing happens after Mr. Celery goes left off the screen (about 35 seconds in), but the Yar Revenge sounds keep playing.

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#123 Propane13 OFFLINE  

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Posted Wed Jan 18, 2017 6:29 PM

It's back!



#124 atari2600land OFFLINE  

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Posted Wed Jan 18, 2017 11:03 PM

I have a question. Suppose I want to make all of player0's lines be %11111111. Also, I want to change the height of player0. I've read the guide from RT and it mentions player0pointerhi and lo, but it doesn't specify what they actually do nor how to use them. I don't even know if that would be helpful.



#125 Gemintronic OFFLINE  

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Posted Wed Feb 1, 2017 11:23 AM

I have a question. Suppose I want to make all of player0's lines be %11111111. Also, I want to change the height of player0. I've read the guide from RT and it mentions player0pointerhi and lo, but it doesn't specify what they actually do nor how to use them. I don't even know if that would be helpful.

 

It's been a long time since I've used them.  I'd agree there's not much clear documentation or examples on playerxpointerhi/low stuff.

 

Basically, you can't strech or shrink a sprite.  You can change the height of a sprite so that it doesn't show some of the sprites graphic data.  You can also use playerxpointerhi/low to change what section of sprite data is currently on-screen.  So, for example, you can design the sprite graphics data like a totem pole of shapes.  By altering the "slice" of drawn sprite data displayed you can effectively have different monsters.  You can't mix and match parts though.  It has to start at a certain point in the sprite data and end somewhere below.

 

You usually end up using a variable to store the current ending point of the sprite:

 

 dim p0lo = h

 

 p0lo = player0pointerlo

 

Then, at some point in the game you switch ending positions in the sprite to make it look like a different enemy:

 

 player0pointerlo = (p0lo +(rand&3))






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