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2600 Game Dev and whatnot.

Entries in this blog

 

(He!) He-Man!

BEEN CHECKIN' OUT NES tunes a little. The title tracks for 8 Eyes and Adventure Island III are pretty good.   Anyway, over the weekend made some progress - not as much as I'd hoped - on the Four-Play tune: FourPlaySong20060820.bin   Changed: volume of some notes in bass line; also played with the drum track a little. Didn't really do enough to count as "progress" but there it is.   New deadline is end of the month; you can all watch me panic as we get closer...   EDIT: ...And in ca

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2006 Year In Review

SO. I had plans for 2006:   Oh-fer! I rock!   In more detail: I came up with an idea and did maybe 15-25% of the programming. Got a little bogged down with the SC's/2600's limitations and didn't really have time last summer for much programming. I am thinking about picking this up again, but other projects have a higher priority. Started a bunch of stuff but didn't really come close to finishing anything. Made a big push to get the Elevators+Maid game done by Christmas but my invol

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Possible SC Project...

SLIGHT DIGRESSION HEREHad an idea for a SC game so I thought I'd put it up here to document it.I've thought before about making some kind of cool 4-player game, but the controllers available for 4-player games (paddles) are somewhat limiting.But then yesterday, while perusing klov.com, I saw a game (that I can no longer locate ) that inspired me.Here's a mockup:So, it's a side-scrolling space shooter. Old hat. Except! You can have four players all playing simultaneously, cooperatively! Well,

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Another console...

SO I ADDED YET ANOTHER console to my (unwieldy) collection: a 7800!   And the totally sweet game Pole Position II.   I've been resisting acquiring this for a few years now, but my resistance finally melted when, out of the blue, someone offered to sell me their CC2. After hemming and hawing for a week or so I decided, in the end, that I couldn't pass up the opportunity to get one. And so, of course, I needed a 7800.   And so here I am today, burdened with another 1980s machine to play w

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Metroid Flashback

GOING THROUGH the forum/blog archives and I realized that I don't think I ever posted the most recent version of my Metroid VIP (Vaporware In Progress).   So anyway, here it is. Metroid20060303.bin I'm not sure how it is different from the last version I posted either here or in the forums, but this one has selectable songs (with SELECT) and decent scrolling - horizontal only, though.   The main next tasks for this are the vertical scrolling and adding enemies to the map (so they scroll

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RPS

NATHAN has probably given up all hope, but never fear! I am actually working on it, though veeeeeeeeerrrrrrrrrrrrryyyyyyyy slowly...       Most of what little I've done so far is simple stuff to help me understand the code better.   I did, however, get one of Nathan's new hand graphic sets in, and I cleaned up the scanline counts and some of the transitions where the screen would jitter or jump. And I changed the copyright date.   Lot's still to do: ; To do: ; ; fix scanlin

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So many ideas...

WHEN I SHOULD HAVE been working on my Elevators/Maids game during the past week, I was instead working on this: RType20070329.bin   EDIT: Fixed a bug or two: RType20070329.bin   I was inspired partially by Manuel's post about the NES' lack of R-Type clones and partially by the idea of writing one for the 2K minigame competition.   I started with my Metroid code, since it conveniently had an asymmetrical playfield plus intelliflickered sprites.   I've pared it down from 32K to about 3K

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And Now For Something Completely

ON A COMPLETELY different note, I felt like compiling a list of which computers and consoles use what processors. Classic machines, specifically.   Please correct where I am in error and fill in the blanks in my knowledge.   6502 2600 5200 7800 Atari 400, 800, 800XL, etc. XEGS NES C64, C128, etc. Apple II, IIe, IIc   Z80 SMS Colecovision ZX Spectrum MSX Aquarius   CP1610 Intellivision   8048 Odyssey2   68A09 Vectrex   68000 Genesis Atari ST Amiga Neo-Geo Maci

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About Nothing Much...

SO...I have a Wii.   First time I've had a "modern" console since the N64 in 2001. Kind of weird, really - my brother-in-law gave it to me (!) plus ~5 games. Wasn't really sure what to do at first; I'd already decided that I wasn't buying any more hardware for the foreseeable future - I had/have too many systems and not enough games and not enough time for the ones I have.   But anyway, eventually hooked the thing up and I've been having fun with Wii Sports, Super Mario Galaxy. Also real

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R.P.S The 8K

PROGRESS CONTINUES...   Dug up old PMs from Nathan and saw that he had made a title screen graphic for it already, so I added that in: This required expanding the ROM to 8K, so that's the other thing I did - which was a giant pain, as it always is. In the process I screwed up all the scanline counts, but I think all the graphics are stable.   rps.bin rps_source.zip

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The Way-Back Machine

AN OLDIE but a goodie? I was looking back through my super-sprite-multiplexor demos and I realized that I never shared the latest revision of the space shooter demo. So here it is: spcinvdr.bin   It handles 12 sprites (two are used for the player) plus 2 missiles flickered for 4 bullets. It also detects collisions, both missile-to-sprite and sprite-to-sprite. gac.v10.zipgac.v12.zipgac.v121.1.zip   EDIT: Attached source: gac.v10.zip   I'm not actively working on this right now (and I h

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Step One! We can have lots of fun...

I think I'll go through my already-started projects one by one and evaluate the pros and cons of each game as well as looking at the problems I encountered in each one.I'll attach the most-recent binary as well as a screenshot of each one.First, the practically ancient...Running Man.Read about its development in its thread in the homebrew forum.Judging from the date on the latest source I have, I last worked on it January 21st of this year.Here's a screenshot:Here's the binary:Status of this pro

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GTD: Number Three

I KEEP TINKERING and tinkering with this two-sprite flicker engine.   I'm not real enamored with it, but I'm having fun playing with it. I haven't drastically changed the kernel; despite my bold words, I haven't been able to make it work.   But I was able to figure out a quick sorting method that does work with the flicker engine. It isn't perfect, but objects don't disappear and it is slightly better than a 1-sprite flicker engine. The sort returns results like this:   For 3 objects:

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Destroy Walls

NOW YOU CAN blow up the walls! Plus I fixed the maze generator so that it (should?) cycle through the 255 possible different mazes.   I forgot to mention this last time (until a late edit), but press RESET to cycle through the mazes. TankMaze20120211.bin

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Two Steps Forward...

BACK TO STRIPED elevators, based on feedback. I thought this would give me lots of RAM back - but it wasn't to be.   I really wanted to add stairs on either side of the screen, and I just couldn't fit it into the old kernel. So I've gone back (again) to the RAM-hungry kernel that supercat suggested.   And so now RAM is an issue. Probably can make it work, though. So new binary: still isn't playable - I was too tired last night to add the code back in that moves you up a floor and incr

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vdub_bobby

 

A Day Late And A Dollar...

A NEW YEAR! TIME TO MAKE plans! What...February already? Oh well, better late than never.   Anyway, my plans for the year have come into focus only recently, so I thought I'd share.   Major Projects: 1. Finish the Maids+Elevators game. 2. Port Squish 'Em to the 2600.   Minor Projects: 1. Modify Go Fish! to allow higher scores (or allow the score to "roll") for a few folks that can actually max it out. 2. Mystery project that I'm working on with Nathan Strum.   Details: Squis

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Squish 'Em Again (and again and again and...)

SQUISHING CONTINUES! Oh, I slay me.   Anyway. Did some more work last couple of nights.   Changes: -Rewrote part of kernel to use actual enemy graphics (without 13 trailing zeroes) -Animating enemy graphics. This, as I mentioned before, is amazingly easy. Even easier than I thought it would be: I just take the frame counter variable and write it to REFP0. That's it. -Added six-digit score -Got girder color-changes into the kernel, looks much nicer now. -Moving the brick. I'm

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Wizards & Warriors

TWO MORE TUNES today.   Also thought I'd show a little progression in the development of a tune. Here's the 2600-ization of the title screen song from Wizards & Warriors: 2puck.zip Tommy whipped that up for me a few weeks ago on a whim, I guess.   Here's the first draft of that: That's just the notes.   Here's the 2nd draft: 2puck.zip For this one, I made the lower notes (in the first measure, the 2nd, 4th, etc.) a little softer, I made the countermelody articulated, and I twe

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Back to life

SO...   I was thinking the other day: Say you want two completely independent, non-flickering sprites on the screen. What's the widest they can be (in pixels)?   Using a variant of Zach's fancy 52-pixel technique, I figure you can get as wide as 10 pixels for each.   Anyone think of a way to get wider?

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iVCS

SOME 2600 TUNES for your listening pleasure:   Metroid tunes: mm.bin Cycle through them with the fire button: 1. Title (64 bpm) 2. Item Discovery 3. Spawn 4. Secret Corridor 5. Brinstar 6. Mother Brain 7. Title (56 bpm) 8. Title (75 bpm)   The title is the most polished.   EDIT: Here's the latest version; took out the percussion and added a bunch more songs: 1. Title (64 bpm) 2. Item Discovery 3. Spawn 4. Secret Corridor (polished a bit) 5. Brinstar 6. Mother Brain 7. Norf

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Speaking of ideas

I HAD AN UTTERLY RANDOM thought this morning, an idea for a game:   What if you took Missile Command, flipped it upside down and put it under water?   I.e., rather than protecting a city from missiles, you would be protecting a ship from torpedos/etc. You would drop depth charges (and...?).   Has this ever been done?

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New, but not quite as exciting

SPEAKING OF HOMEBREWS...   For some reason the 7800 has caught my fancy lately. Here's the result: S1K20080408.zip   Could someone with a CC2 or similar please run this on an actual 7800 and verify that it looks like the picture? The documentation on the 320 modes is unclear.   And, if Schmutzpuppe is reading this - can you explain the graphics in Frogger? I was looking closely at them in an emulator and, as far as I understand the 320 modes, you shouldn't be able to do what it looks

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Choose your own adventure.

...AND IN THIS CORNERSo...what to do, what to do? What should be my next project for the 2600?So far, I've completed Go Fish! and Go Fish! 1K. M-4 is essentially completed; mostly I am waiting for an inspired idea to fill up the almost-1K of ROM I have left.I've begun too many projects. They are, in sort of chronological order:Running Man: a horizontally-scrolling platformer. This was my first (probably too-ambitious) 2600 project - I stopped work on it for two reasons: I didn't know how to

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Pretty Close, Now.

SO, SO CLOSE. So close to being done with the Four-Play tune. Here's what I've got now: FourPlaySong20060827.bin   Timed it for the first time just now and it clocks in at 2:20 - which is just about where I wanted it.   Working off of the to-do list I posted last time: Did: -finished the drum breaks -wrote new beat to go with 2nd bassline -figured out ending, wrote it, coded it   Still to do: -tweak some of the slide-y runs -add some crescendos/decrescendos to the melody -drum twe

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Now With Mazes

BEEN PRETTY BUSY WITH RL over the last week, but found a few hours here and there to work out the code to generate mazes programmatically: TankMaze20120205.bin   To my surprise, I was able to get something working that actually doesn't look too bad. The algorithm is roughly based on the so-called "sidewinder" algorithm, though with some tweaks. To geek out about this for a minute, it is a pet peeve of mine that every maze-generation algorithm i've ever seen always works on the assumption

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