I fixed a major bug I wanted gone. The problem turned out to me omitting something. The problem was here:
if ((findingaspot==1) && (levelprogress<14)) itemx=(random_number % 18)+2, itemy=(random_number % 8)+2;
if (whichtile2==1) findingaspot=1;
if ((whichtile2==0) && (findingaspot==1)) findingaspot=0, itemx=itemx*8, itemy=itemy*8;
It was looking up the spot to see if the item was okay to place ANY
Worked on Nincompoop again today. I made it so you can turn on and off the in-game music with Select. And pause and unpause with Start. Made another level. I still have to compose level ending music and level 2 music. Right now to complete a level you only need to get 4 poops, but that will change to 47 when I'm done testing the levels.
Level 3 is all crazy (there are no poops to get and you can go through walls, which are the same as level 2) because I haven't programmed the specifi
First, here's some potential 7800 ports that I might make:
-Thunder Force (Sharp X1/Fujitsu FM7)
-Bad Dudes vs. Dragon Ninja
-Space Gun (Will have Light gun, Mouse, and Trak-Ball support.)
-Marble Madness (Will have Trak-Ball support.)
-The Fairyland Story
-The Legend of Kage (Possible dual joystick support.)
-The New Zealand
I finally got the fly in. Somehow I keep breaking the poop's collision detection and it goes inside the wall. I don't know how. But I fixed it, I think. I added the fly. After a randomly decided number of seconds, he starts at a random x position at the bottom of the screen and travels upward. Once he reaches the top, he disappears and it starts again. If Nincom touches the fly, he loses a life and a buzzer will sound. So I added lives to the game. I got rid of the level number info because that
I haven't been actively doing this as much recently, I've had the sudden urge to play some Sonic, and, well, you know how that goes..
But yeah, at this point I've learned the majority of the bit-specific instructions. The ones I've learned over the last few days are:
I'll briefly go over each of them.
The "or" instruction is similar to the "and" instruction I talked about last time. What it does is compare the bits of the source and des
So I have been working on a Boggle puzzle for what seems like a million years now, trying to fit 9 answers in a 5x5 space. For those who don't know, a Boggle puzzle is like a word find only the letters aren't necessarily next to each other and can be diagonal and meander all around, like the words you'd find if you were playing Boggle. I started doing these a long time ago after seeing a couple in Games magazine.
I had 8 answers, but I was certain I could fit 9 in after I thought of a good
So I got really bored and decided to work on Nincompoop again. I put in a title screen with a song. I went to sleep, woke up 9 hours later, and listened to the song again. I changed some of the notes in it in an attempt to make it sound better.
I made a website for the game that will have the latest ROM on it. It is here. It looks as though I may be able to put in some more stuff since I'm only using a little more than half the 32k I'm allotted. So, next time I work on this (I don't k
I had to do some hardware adjustments, and there is still more code development to be done, but I was able to compete two new controller modes. Actually, I have a fifth mode completed, but because I need to write Atari assembly code to test it, it'll be a bit before I know that it is really working. Code refinement is next, and then I might have a PCB made so I don't have to worry about my prototype falling a part while I write Atari code for it.
That said, attached are 4 video for f
What we have here is my 1st attempt at using Harry's XB compiler. All I can say is, WOW! that's fast.
The game is an Othello game I typed in from some? book and summited to the TI99IUG waaaay back when we used to type in such things from dead tree sources. It was originally in good ole' TI BASIC. The game was painfully slow, really slow, I mean, get a cup of coffee, drink it, piss it out and maybe the computer would have made a play slow. I later, much later like, 2018 later, rewrote it and
Attached is a video of my experimentation using the Rpi Pico to convert SNES controller input into 2600/7800 joystick inputs. I apologize for the video not being better. But you can see how I can use the SNES shoulder buttons to control the flippers on 7800 Baby Pac-Man. I also tested it with 7800 Xenophobe, but I didn't record video for the xeno test. Though it worked great. Better than the actual 7800 controllers I have for it. It was also like playing the arcade version.
I worked on Nincompoops a lot. I saw there was a Game Boy coding jam, but I doubt my stuff is good enough for it, so I'll pass. Anyway, the game now looks like this:
I redesigned the font, the blocks, and the sprites. Today I put in some sounds. I don't know why, but I couldn't get one of the sound channels working. I copied working code I made into this program, and it wouldn't work. So I used the other channel which is used for muisc-y stuff and made a pleasant sounding "ding!" when
Math is hard. Math is especially hard if you don't have a full understanding of what you're programming for.
I tried to make GoSub for the Game Boy. I failed miserably. But out of that failure came a new game to work on. I call it "Nincompoops." You are Nincom Poop, and your job is to rescue the other magic poop that magically appear when the magic toilet flushes. This is what it looks like so far:
Literally, hours were spent trying to make the code just right so the poop couldn'
Before I begin, this will focus on original titles, and not arcade ports.
-Zenithian Khei (Mega Man X meets Super Turrican 2)
-Ginnan (Actraiser with an Old English/Anglo-Saxon twist. Part of the Middanyeard series.)
-At least three shmups/space shooters.
-At least two more Middanyeard games.
-At least two titles in the Demon Lands series.
-One Isometric game.
I must be the only person on the planet that has a hard time reading indented code. If you put "indented code is not easier to read" into Google, there isn't even one result. For me it's like trying to read a whole page of centered text.
Or trying to read code that is following the jagged lines of a polygraph.
I get lost jerking my eyes back and forth all over the page trying to read indented code. The following excerpt from the page below explai
I decided to get out my Game Boy games. The GBC was with them. I played a couple of games. Then I reminded myself of the fact that I was working on one. I went and worked on it a whole bunch yesterday and today. It now looks like this:
The background changes after each wave and is chosen randomly. I got out my original Game Boy. I discovered its screen cover fell off. I wonder if I can glue it back on somehow. The alternate battery thing still works fine. I went to the webpage that h
So I worked on the clouds in Hamburgers En Route To Switzerland this morning. I also tried to make the sky color bright enough for the milkshakes' onion rings to be visible enough.
I tried to go with a graded color for the clouds, but it doesn't look very good. Nothing graded looks very good on the Game Gear. I'll try some more to make it work, but I have doubts.
EDIT: I worked some more on this and here is the result. I don't want to do this all day so I'm sticking with t
I might as well discuss my plans for Lynx homebrews.
-Snáwcild (Think of this as a better Ninja Gaiden 3 than the one that the Lynx actually got. As in nicer-looking sprites and sound.)
-Zenithian Micro (Mega Man X with bits of Kirby Super Star.)
-The Agathodaimon Mini
-At least one space shooter/shmup. (Vertical/Tate mode will be supported.)
-Red Wolf (FPS/Adventure)
-At least one Middanyeard game. (Will be better than Viking Child.)
-RC Car Combat.
This one is a bit more laid-back compared to the last entries. I had some irl stuff going on with my little sister...
So anyway, today I dipped my toes into some basic bit-specific instructions. Those being, and and not.
In order to understand how these instructions work, you need to first understand what the data equals in binary. Starting off with the not instruction, what it does is reverse the "bits" in binary for the amount of data specified. (e.g, if a bit is
I will work on the clouds in HERTS3 sometime when I'm bored.
Right now I am working on Onion Ring of Fate for the Jaguar even though I don't have any idea for it. Right now, though, it's like Super Mario Bros. I put a few hours' work in today. I put in a temporary background that I'm scrolling. This is what it looks like.
I really should hook up the Jaguar and give it a go. And if you'd like to make a couple of backgrounds for me, I'll give you an idea of what I'm doing he
Here are my plans for platformers using that 7800Basic demo.
The Agathodaimon (Rastan Saga and Curse of Issyos meet Zelda 2, Gargoyle's Quest II, and Robot Ninja Haggleman 3. I was planning on having 7800XM support, but Curt Vendel's death shot the chances of that happening down.)
Kid Zenithian (Classic Mega Man, but with the ability to duck and shoot upward. See also Magical Doropie/The Krion Conquest.)
Ð838 (Metroid Clone)
Snáwcild (A Ninja Gaiden clone featuring a Demon La
Well, now I've got some new instructions under my belt. It's still the really basic stuff mind you (add, sub, swap, clr, exg etc.), but now I've got a decent handle on what it's like to move memory around. Right now I'm trying to memorize the technicalities (like how you cannot move word or long-word sized data in and out of memory if the address is an odd number, as the 68k will crash with an "address error"), and tomorrow I'll probably dip my toes into bit-specific instructions such as not.
As of today, I've officially started learning 68k Assembly. If you told me 3 years ago that this is how I would be spending my time right now, I absolutely would not agree with you.
To tell you the truth, I'm actually finding this to be a lot easier than I thought it would be. It's definitely not easy in general by any means, but, once I initially wrapped my brain around the basics of computing, this has become a lot easier to understand.
Today I learned the differences b