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Rock Cutter Atari 2600 Demo


Kiwi

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Since today's Halloween, I decided to share my games with the community.

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I got really excited when I discovered 8bit workshop and start working on programming a game. I already read a lot about Atari 2600 stuff back then and did tried to learn programming. It's really make a different to see the result happening in real time. Plus that site have some good programming samples to help me get over some problems I was having.

And the demo: RockCutterDemo.bin

Instruction: Shoot your cutters at the enemy ahead. If an enemy fall into your foxhole, then you have a chance to fight back before they run into you and explode. You have 3 life hearts. Once you run out, then you fall to your doom. Once the score reach 2600, you're at the highest gamespeed.

It might roll once you hit fire at the title screen, but doesn't roll in Stella 5. I did make a frame during game setup to prevent rolling. I made sure that the scan line count is at 262 in all screens. One of the problem is getting 2 single height and a missile to exist on a scan line. But making a table for ENAM1 solve that problem since both sprites are at a fixed Y axis, eliminating comparison statements to turn on and off missile within that Kernel.

There's no sound effect yet, I'll make a sound engine once I'm ready.

I'll make a 4 digits score routine. Combining images to produce the 2 score digit for each sprites ate a lot of underscan cycles, now down from 37 to 0D scanline time left. Should buy back a lot of underscan time to put in different enemies and object behaviors. Then learn to bankswitching for additional level and more kernel(One with a boss in it).

Hopes everyone enjoy their Halloween.

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It might roll once you hit fire at the title screen, but doesn't roll in Stella 5.

 

Turn on 'TV Jitter' to potentially see this in Stella too. And I also recommend turning on frame stats (Alt-L) to see the scanline counts. Every so often there's a brief 'flicker' in the count, indicating that's it's not completely stable at 262 lines. But I don't think it would have any adverse effect on a real TV.

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Turn on 'TV Jitter' to potentially see this in Stella too. And I also recommend turning on frame stats (Alt-L) to see the scanline counts. Every so often there's a brief 'flicker' in the count, indicating that's it's not completely stable at 262 lines. But I don't think it would have any adverse effect on a real TV.

 

Cool! Side attack reduce the scanline count by one. Only side effect that the PAL users would lose their colors if the scanline isn't 262, if I remember from Thomas from another thread. Kinda hard to track down why it is doing that.

 

and it works on the Atari Flashback Portable too!!!

Cool!!!

 

Wow. I really like the animation. Your game reminds me a little of Penguin Wars for the GameBoy.

One of my favorite old Gameboy game.

 

Really like the animation - very fluid and the game plays really well. Would love to see additional enemies and some sort of progression (waves).

Yes, I plan to expand the game to 16KB with different enemies, levels, and progression.

 

Looks nice! A small animation for rock cut would be great :)

Thanks. And will have to do that. Have to make sure that the player vs player collision doesn't occur against the rock explosion.

 

Right now, I'm going to try to make a sound effect program to help me produce a sound engine and sound effects. Then should be able to import it into the project.

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Cool! Side attack reduce the scanline count by one. Only side effect that the PAL users would lose their colors if the scanline isn't 262, if I remember from Thomas from another thread. Kinda hard to track down why it is doing that.

 

Well, there's an option in Stella to show that too :) (PAL colour-loss effect).

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