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Nyan Cat Game - Work in Progress

WIP work in progress 2600 Nyan Cat

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#101 JeremiahK OFFLINE  


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Posted Fri Apr 20, 2018 12:28 AM

I figured it out! The way I have the controls implemented made it a bit tricky, but it works perfectly now.
Every frame, it checks for a centered joystick. If that case is true, it sets the control bit, if not, it leaves it. Only when the cat changes rows is the control bit cleared.
I also fixed the cat tart, which was having the top scanline clipped off on all rows but the bottom. I won't post the bin, but I do have it on GitHub if you want to try it out.

#102 vidak OFFLINE  



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Posted Sat Apr 21, 2018 6:43 PM


#103 JeremiahK OFFLINE  


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Posted Mon Jun 4, 2018 9:08 PM

Big update today!


I am in the process of re-organizing the project into banks, and since I was tired of working on the game itself, I decided to take a try at coding the menu.  I want the menu to have a nice big animated Nyan Cat rendered as accurately as possible.  Above the cat will be displayed the players' scores, alternating between player 1 and player 2, and below the cat will be a scrollable menu.  Each player will be able to select a cat color, and the cat will be colored according to which player's score is being displayed.  (NTSC only for now, but for anyone wondering, I am intending on making this game truly PAL/50 compatible with the flip of a switch, including gameplay timing.)


Today, after weeks of many many re-writes, I finally finished the kernel for drawing the cat.  Well, pretty much.  I just have to work on the rainbow a bit so it doesn't bounce with the cat, and there are a couple minor touch-ups to do, but the hardest part is done.  I am quite literally pushing the Atari to the edge of the abyss with this kernel, and all the usable objects are needed (Press Alt + comma in Stella to see how I am using the objects).  It's technically not pixel-perfect, I rounded out the paws because it saves a lot of ROM and there are two very minor but practically undetectable flaws.


The code is not uploaded to github yet, but I will upload it as soon as I add my old code to the new code in a better structured way.  Then I think I'll work on the gameplay again, since this long break has given me ideas of how to implement the random object generation.


The .bin is attached!  I cut it to 4K since I am only using 1 bank for this.


Edit: You can use the COLOR/BW switch to pause the animation

Attached Files

Edited by JeremiahK, Tue Jun 5, 2018 2:51 PM.

#104 Tjoppen OFFLINE  


    Chopper Commander

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Posted Tue Jul 17, 2018 3:55 AM

Woah, that's much better than my old attempt from 2011 :) Try hitting HMOVE every line if you can, so the black comb become less of an issue. With TIAtracker now existing the music could probably be improved too

#105 JeremiahK OFFLINE  


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Posted Thu Jul 19, 2018 6:37 AM

Thank you!


Unfortunately, there is no way of getting rid of the black comb.  I am using the time between HMOVE's to set 4 objects' move registers before the next HMOVE, all while drawing the kernel, and there isn't enough time to do anything else.  (Unless I can think of a way to preload everything into RAM. Edit: scratch that, I took a look, and that is what I am already doing.)  I do have plans for the music, though!

Edited by JeremiahK, Tue Jul 24, 2018 9:21 PM.

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