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Fort Apocalypse

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  1. Release 0.9 Thanks to @Karl G for the feedback! The death in/on a wall is still there, but getting stuck in/on a wall is harder. Change to player-playfield collision handling to be non-random. Entrances and exits to rooms match adjoining room. Place goat randomly in empty spot when enter new dungeon. Minor fixes to room generation goat_dungeon_0.9.bas goat_dungeon_0.9.bas.bin
  2. Release 0.8 Fix: words shouldn't flash when color changes on title screen Fix: bug in room generation causing pf mirroring and goat deciding to go back to title screen Show some representation of time left to dungeon cave-in via pfscore2. Don't make buzzing noise when goat is going through/climbing wall until it's been a little over halfway to dead. Random goat placement on start goat_dungeon_0.8.bas goat_dungeon_0.8.bas.bin
  3. @r_chase let me know if that's better!
  4. Release 0.7 Title screen and music Varying gates to each screen Fire button triggers limited amount of explosives which change the screen, somewhat viewable via pfscore1 Sounds for collision with playfield and explosives Your goat can become radioactive (flash), which can be changed by changing your goat's color via the select switch. Your goat can decide to exit the game at any room, if they feel like it, which will just return you to the title screen. You get a certain amount of explosives on the first dungeon. In subsequent dungeons, you get a random amount of explosives (or maybe none) when you start the dungeon. goat_dungeon_0.7.bas goat_dungeon_0.7.bas.bin
  5. It needs a title screen, but I'm not sure what to do with it to make it more fun. Let me know if you have any suggestions! To try it out if you don't have a way to play it, you could download the goat_dungeon_0.6.bas.bin file, then go to: https://javatari.org/ and click Open ROM file, then choose that file you downloaded. The goat has glitchy movement when going over/through walls, which is somewhat of a nod to Goat Simulator. There's not a lot to the game: you try to collect hearts, goats, and find the way to the next dungeon without getting stuck in/on a wall and falling over after a long time. On top of that, there are cave-ins!
  6. So you can listen to Chariots of Fire while playing it:
  7. Release 0.2 Bug fix: player 2 should not jump in player 1's spot (that's bad manners!) duck_race_0.2.bas duck_race_0.2.bas.bin
  8. Release 0.1 Title, starting/false start sounds, and gameplay duck_race_0.1.bas duck_race_0.1.bas.bin
  9. Duck Race for two players with joysticks! How to play: Press the button to start. Don't press the button until the beginning of the final beep. Keep pressing the button over and over to move the duck. Try to beat the other player. After both ducks have finished, wait a while and press either button to start over, or press reset at any time to go to the title screen. duck_race_0.2.bas duck_race_0.2.bas.bin
  10. Thanks! And I thought that 8x8 example code was DPC+, but it wasn't; I got confused somehow.
  11. Oh ok. I was assuming it was the same as the one by RevEng here: which was: asm .unrand LDA rand ASL BCC unrandnoeor EOR #$69 unrandnoeor: STA rand STA temp6 RETURN end but the new one by Karl G looks to be a little different in a few ways. First, it's not storing in rand, but rather _RoomRand: ;``````````````````````````````````````````````````````````````` ; Special UnRand for rooms. ; __UnRand asm LDA _RoomRand ASL BCC __UnRand_no_eor EOR #$69 __UnRand_no_eor: STA _RoomRand STA _CurrentScene end And there's also: ;``````````````````````````````````````````````````````````````` ; Special Rand for rooms. ; __bBRand asm lda _RoomRand lsr bcc __bB_Rand_no_eor eor #$B4 __bB_Rand_no_eor sta _RoomRand end And, it seems to be using: set optimization inlinerand then it uses: ;``````````````````````````````````````````````````````````````` ; Makes better random numbers. ; dim rand16 = z And in the rand section of your page: https://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#rand it says: Then, I see rand used once in the program, here: ;``````````````````````````````````````````````````````````````` ; Makes _RoomRand a random number. ; _RoomRand = rand : if !_RoomRand then _RoomRand = 1 So, in summary: It's not RevEng's unrand, which I was talking about, so I'm sorry for the confusion. inlinerand is being used. rand16 is being dimmed, even though it's DPC+. rand is only used once in the code. Could you or @Karl G maybe provide a short summary of what the asm is doing and whether and why inlinerand and rand16 are needed? Thanks! That would help in my understanding of this.
  12. I'm a little late to the discussion, but when I've used unrand in the past for playfield generation, a problem I ran into, practically, was that I needed to use rand outside of the playfield generation. You could rand and unrand right away just to get a rand for something else without messing up the consistency of the rand for playfield generation, but then it's not really random, as it may give the same answer each time. Also, with unrand, you can neither use 16bit rand nor the DPC+ kernel.
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