I'm really not sure what I'll use this blog for so I should probably leave this blank, but that would require backspacing. Much easier to just hit a period and stop typing.
Just so you know where the subject is coming from, it's from here.
You know, the whole attack on the secondhand game market makes me sick.
The rabid fanbase that defends the attack as something nobel and justified also makes me sick.
It makes me violently ill whenever I see those dicks trying to rationalize it, especially when they compare buyers of secondhand games to the likes of copyright infringers. "Pirates" for those who like incorrect terminology.
Needless to say, I get
Ok optimization done for now. I think I could probably save a few more bytes in there yet but it's ok for now. Plenty of CPU cycles saved overall.
One additional concern to look out for reared its ugly head with this version. The Status Bar routine is extremely tight for timing. To the point where if it's positioned so that one of it's branch operations crosses a page boundary....
To fix that, I've got it ORGed. I'll have to remember to ORG the display code as well so those things
I've worked on that some more since the last time I looked at it. And I was apparently wrong with it being a problem with the Tick based code. (That might have been a problem as well, but fixing it didn't change the behaviour)
The real problem, (this time I'm pretty sure it's the case!) is that I was examining the P1P0 collision during the Vertical Blank of the following frame in AI routines. The problem is that, by necessity, the AI routines are processed after the Object Manager does it'
I've been wracking my brain in hopes of having a new way to do Action RPG's display kernal to save space. Manually counting up the the byte requirements, the display kernal requires about 689 bytes. Could be a bit more. Could be a bit less. But 689 is a lot, especially when you consider it's a 5-stage display kernal. I wanted to find a way to reduce that, hopefully drastically. If I could get it to fit in 512 or less bytes I'd be happy. But that means I needed to find a way to drop some o
Took me a few tries over the week, but nailed it this afternoon. Got all the legendary gear and remembered how to get the bell/ruby. Kept forgetting to meet with Catherine in the seaside town. When I finally got to the last castle, I decided to get the bell to help me get through the castle. Managed to get to the dragon with half life remaining plus a revival potion still in tow.
I wonder if having the second best boots in the game are better for attacking the dragon. With the legendary bo
Z's are always hip.
Problems propped up with my object code test, from the superchip detection to something causing it to read the zero page for information. Thus, no rom over the weekend.
I'm probably going to attempt to work on the rom's organization a bit this week and re-examine the new code I had prepared. Right now I think I'll try to find the isolated code segments (Vblank code, Overscan code, the collision detection code, etc) and move them into their own files and have the
Now at Version 0.009 Beta 2. Beta 1 I'll release a bit later when I have more time (Going to bed!) this is just a screen shot of what the new display kernal is capable of. I'm surprised I got it working to this point from the initial stab at it this morning, there wasn't recognizable object displayed at first besides the status bar!
There's still a problem with the bottom of the screen's boundary clipping. I can have the player touch and press against it, and it won't cause a problem, but
The company I work for gave out cheques for 1 week's pay to employees since it was another record breaking year for the company (compared to it's performance in previous years and whatnot) So it looks like I may be able to place an order in the AA store after all. Still can't get much, and certainly can't spend over 100 for the free christmas cart, but I'm definitely going to look into an Atarivox if nothing else.
With regards to the rom, more work is necessary than I originally expected f
While Ubuntu failed me, it looks like I can boot with either Knoppix or Slax from the liveCD. I'm posting this here, in fact, from Knoppix 6.01.
Looks like they have noscript added to Ice Weasel (Basically rebranded firefox iirc) included. Excellent. I had a few problems at first trying to figure out how to connect with dsl, but help from irc friends got me through it.
I suspect I'm very close to installing it directly to the harddrive, but I think food will come first.
Finished this on the PSP today, the good ending. Got all the maidens and maria unlocked and both the original Rondo of Blood and Symphony of the Night unlocked.
Funny thing. While just playing with SotN I decided I wouldn't attempt for the keep-all-your-gear trick with Death at the beginning. I could never get it to work anyway on the playstation. At the last second I figgered "What the heck." and got it. So I moved on to the first save point for it and saved. Didn't feel like playing
On an earlier version I was describing some of the bugs that I ran up against but ended up forgetting what I did to fix some of them. This time I wrote them down!
After I put in the initial code for the new Display kernel, and fixed the common typo-syntax errors (you'd be surprised how important "#" can be.) the displayed screen was... unrecognizable. The player was back as a pillar (wasn't turning itself off) and I had a display consisting of the status bar (lookin' normal) with just mult
Let's see if we can do a weekly release on here until I get it to the point of it being fully playable, at which point I'll officially switch over to the 7800 forum.
This doesn't look too different from last week, but it's now able to load waves from a sdata structure. Easy to add new waves by setting things like time to the wave, maximum enemies at one time, what types of enemies, what AI the enemies can have, the colors of the enemies (And status bar as a result) etc. Not everythi
I was starting to procrastinate again due to the anticipated complexity of swapping out the old Action RPG object slot variables with the new more generalized object slot variables. Finally forced myself to sit down today, despite how that's been hurting my lower back mysteriously this last week, and ironed it out.
Funny enough, it went by a lot faster than I had feared it would. In the system now there's only 7 active objects possible instead of the previous 8. Before I consider this versi
And so I now own Castlevania: Order of Ecclesia, and Yggdra Union. Hopefully I'll be able to contain myself and avoid further purchases until December when Ar Tonelico 2 is suppose to come out.
Ahahaha. I suck goat eggs.
I had a little bit of time to work on the rom today so I decided to try to fix the bgcolor so that it wouldn't start a scanline late at the very top of the game screen. (you'd notice the playfield drawn 1 line over what looked to be the menu still, but it was really the menu dipping into the game screen.)
I've already fixed what's going on in the rom and moved on but thought I'd share the odd reaction to my code.
And as I was unhappy with how the bgc
Procrastinating on the rom again. Punishment for this is near but for now I show one of the potential incarnations of the Ice Kingdom that I had mentioned I drew up a couple years ago. When I get around to actually designing the area it'll probably look quite different. (After all, the capabilities of the engine are far more than what the concept assumed when it was created!)
As you can see from the map, there appear to be 2 different entrances. One on the far side of the maze, and one ne
Admittedly, I tend to post random updates on my Livejournal account far more often than on here. Which is questionable in preferences given probably more people browse this blog, even accidentally!
Anyway, it seems I've been swallowed up by 7800Basic. Started looking through it's sample programs and reading over RandomTerrain's online guide for it. Naturally my first instinct is to enable scrolling to it even though it doesn't support it natively.
Horizontal scrolling took a couple tries
I had the goal for the revive mode being done for this Sunday, but since I added Revive, added GameOver, added 2nd player and implemented the console switches... I might as well do an update now
Left Difficulty will eventually turn on/off the background music if I get around to adding any. It sets it's flag properly but there's obviously no sound in the game yet. Sound effects will be unaffected by this setting.
Right Difficulty only matters in a 2-player game. It allows a player
I downloaded the new updated SAP archive the other day and had the tunes playing on random/looping.
Then I went to work and forgot it was still playing. I use Winamp for these as I tend to prefer having a one stop shop for my audio - as a result I download winamp plugins whenever I find I need one.
Anyway. When I got home the computer was sluggish. I opened up task manager and found Winamp was using 99% of the system resources.
I won't be making version 0.011 before christmas. Had to reload from version 0.010 because at some point really messed up things happened and I didn't have the slightest idea where to start debugging the cause. Basically it went something like this. The collisions only test the outer missile. Something funky was going on that caused hte outer missile to somehow turn off randomly. And at the same time the inner missile was striped (horizontally).
Additionally, the playfield's color se
That subject works on so many levels.
Anyway, I sat down and patched the relative exits for the proper detection of the Zero Nybble case. No bugs or troubles in adding it. I altered room 6 so that it used relative exits for the dead exits instead of normal exits in the main rom. Since there's literally no visible change to the player (... again. ) I'm not going to bother posting the rom this time.
The rest of this week is going to be split up between thinking about items/mobs an
Here's a zip with code etc for Action RPG as of version 0.016.
Be careful with trusting comments, as they could be outdated. I'm horrible for that at times, especially if I'm copy/pasting sections of code.
I've also been playing Aardwolf more actively lately, but the main thing to report is that I've added the new code to the main sources yesterday. I had added most of it and things worked for the most part, properly. I noticed one of the hearts that would jump to a new position/room whenever I entered a new room and it kind of puzzled me for a bit.
Then I remembered this was expected. Local_03 slot is cleared when leaving a room - all local/room slots will be like that eventually, so obv
Caffeine free for almost 3 weeks baby!
I'm sure the stores have noticed a change in my purchases by now. Especially the clown. I was getting fed up with the employees trying to predict my (fairly predictable) order anyway - especially since they would routinely screw it up.
I'm hoping Al can get the attachments working so I can apply "punishment" for falling behind in my action rpg coding. (And the upcoming move isn't going to free up a lot of time for it either. )
--
Mord
(I u
As "punishment" for falling behind on my code, here is a zip containing binaries, screenshots, and source code for Version 0.011 of Action RPG as it stood prior to me adding in bankswitching. I'm aware of inefficient code and excessive - and not always correct - comments. So anyone using the code for their own nefarious purposes keep in mind there are likely more efficient methods and don't always listen to the comments. Except with respect to the nop. It does in fact look darn purdy.