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Mord's Blog

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About this blog

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.

Entries in this blog

 

Different Versions.

On the way to work yesterday I started pondering trying to do 3 different versions of Action RPG. The main one, which will determine the content of the overall game, will be the Superchip/Rom version that I'm already working on. The other two versions would basically take that game and restructure it to fit the Krocodile Cartridge's custom format (Since I own one!) and the other to be modified for the Chimera. (As I'm planning on getting one!)   The things I'll do with the two extra formats

Mord

Mord

 

It's time for a change!

... of budget!   Seriously, I have to beat this stupid spending habit I have for junk food and fast food etc.   It's not a good thing when the local Dairy Queen knows what the "Usual" is. Sitting down and just doing a few quick calculations kind of made my heart jump a bit, even as I reached for the diet cola.   And so hopefully I'll be able to sit down and write out a few changes to my spending pattern while allowing for other things to continue. For instance, I really have to

Mord

Mord

 

Back To Programming and Currently Playing!

I'm finished with Ar Tonelico II. I wish the game didn't end as I really liked it despite the l33t spellchecker editing job and the bug with Raki in the NA release.   Next up, I've chosen to re-complete Ys The Ark of Napishtim for my Games Complete list. I started in on it a couple weeks ago actually, although I've only been playing on the weekend. I'm about to enter the second last dungeon at this point.   For programming, I apparently lied about getting back to work on Action RPG rig

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Mord

 

(Action RPG) Display planning continues

So I had all day to procrastinate on the display. I mean to work on the display.   Admittedly, for code I didn't get much done. I ended up reverting the main source code back to beta2 in preparation for the next display kernel attempt. Then I cleaned up the variables some and reorganized them a bit to make them a little easier to find (for me at least.) Then I sat down and thought about all the things I want the display to be able to handle in a single frame.   1. Ball display. 2. Sp

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Mord

 

Another Week Passes.

Adding this special type of room object is proving to be a bit more difficult than I had planned. The idea is that one of the 3 room object slots would be able to avoid flickering even in the worst of conditions by just causing the other sprite to handle the flickering of all the other possible objects. This is best for when collision between two objects is important.   At any rate it's not working properly yet. Haven't had a chance to check the object's AI and collision routines - I jus

Mord

Mord

 

Weird World

So after most of a week, I finally managed to replace the old room loader with the less compact but easier to read new room loader. Essentially a change in room format. It doesn't save as much space as the older one but you end up saving space on the code portion to load it. Which is good because the Inactive Object management is going to suck up some rom space when I get to patching it in. (Most of it is written, but not untested.)   I also changed the "undefined" object flag for room objects

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Mord

 

Maze Game Idea

While sitting on #jagware on irc.worldnet.net tonight I started thinking about the old code base I had for Action RPG.   (I haven't been able to really sit down and code all this time on the new code base all the same)   Anyway rather than just let that bit rot I was thinking of dusting off Version 0.018 (The last 'stable' version) and continuing that in a different direction. Essentially I'll fix up a couple of the object boundary problems still present in it (noticable if you carry the key

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Mord

 

Getting back to coding.

I refreshed the code back to version 0.010 and redid the modifications to the code to make things work. The weird problems didn't restart and I even fixed up the code a little better this time to make sure no jumping of scanlines was occuring when P0 or P1 was touching or crossing over the top of the gamefield. (too much time taken - in each of hte lines where I updated P0 or P1 via a modified Skipdraw.)   Then I tried altering the playfield again and noticed the exact same funkiness return.

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Mord

 

Minor Project Starting.

Starting from my shell program (Which I think I'll update for the future to use the macro.h functions) I'm going to fiddle around with making a vertical shooter.   I'm not stopping/abandoning Action RPG. I've been having trouble with the new animation routines. They aren't pulling info in properly. So taking a step back for now to think about it while I work on this. Plus I plan on developing a similar/identical animation routine for the enemies in this new game. The hope is that I'll be

Mord

Mord

 

Persona 3 FES

I've blasted my way through Ys The Ark of Napishtim. I like how everything is voiced in the game, although I'm sure that's a big reason why the game feels so short.   Next up, will be Persona 3 FES. I've started this one a couple of times but I always got distracted by other games. Then when I finally sat back down to it, I was completely lost so would start over. X_X   Going to give it a shot again and since there aren't really any games I'm aware of being released soon that I'm going to

Mord

Mord

 

Change of Plans!

I won't be getting the inactive list working with this release. To really be able to test that setup I'm going to need something extra. Monsters! (After all, monsters don't drop to the list!)   So in preparation for the inactive list setup, I'm going to do a couple very simple non-animated test monsters. One of them will do nothing but bounce around a room, changing direction whenever it hits the edge of the game field. The other will run in a straight line unless it hits a dead exit. Hitting

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Mord

 

Horizontal Scrolling

So a week overdue, and I only really made progress on the horizontal scrolling. I didn't add in solid wall type things yet as I was trying to fix up bugs and the like. You'd be surprised at some of the weird things that would happen...   Going to clean the code up later today, but first, must sleep....   *edit*   Now that sleep is over, I've tried to clean up the source a bit and here it is. I'm going to post it in the 7800 dev forum in a minute as well.   But first, must eat! ... as wel

Mord

Mord

 

I suck.

I've begun moving room data into a real room loading procedure. I had a few issues to work out but after a few hours of wondering WTF was going on with the data that was apparently NOT what I trying to load, and finding a few errors in the code along the way (not that they would do anything to fix the situation apparently) I finally got it working normally again.   All I have to say is this.   BNE != BEQ  

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Mord

 

Getting Close for v016.

After so many weeks, I think I have noflicker objects on the path to working. In fact it appears to be working in the rom right now. Just have to do some code clean up, then rewrite the object's AI and collision and test it out. I have those things shortcircuited for now as I was more interested in being able to load the freaking thing properly and make sure it wouldn't flicker.   While there were several changes I had to make in the object manager, and I changed the way I was going about i

Mord

Mord

 

Maze Realms (v0.021)

Ok, added a couple monsters that I'll be using to test the various aspects of the Inactive List. I'll likely tweak it but for now it's ok. The Data byte for the slots is patched in and it will save to the Inactive list when that's implemented next version.   Color of the object is usually hardwired into the object's data. That will probably work fine for most cases but if the color is read in as 0, it'll load whatever is in the Data byte instead. The application of such is used in the Hearts a

Mord

Mord

 

Music Link Time

Oh Hi Thar. I thought since I'm listening through the songs on his site again, that I'd drop a link to Jonathan Coulton. Good songs, much fun.   Still haven't had a lot of luck with the rom, although been editting it for a few little errors here and there. I'll dig up and post the last rom that shows the problem tomorrow so others can see why it's driving me nuts.   Hm. Krokodile Cart supports Superchip carts iirc... I should try it on real hardware to see how it behaves on the 2600...

Mord

Mord

 

Action RPG Buggy Rom

Here's the rom of the elusive pseudo-random bug. I tested it on the krok cart and while the data was wrong still, it remained constant all the time. Probably an effect of how the superchip is done on the krok.   To see the bug in action on the emulator (I've just been using Stella) start the emulator, start the rom. Notice the weirdness regarding the player. You should just be seeing a single copy of the missile sprite for the player in a squarish formation. Offhand not sure what the colo

Mord

Mord

 

Castlevania: Order of Ecclesia

And Ecclesia is complete. Had 100% glyphs obtained and completed all townsfolks quests. (Make sure you talk to the mayor after you complete every other quest for a bonus item.)   The Training Hall is a pain in the butt until you figure out how to move around. After that I find only one place that's tricky.   Also, the Large Cavern will be a lot easier after you get the flight glyph - although you practically have to get to Dracula before you get that one.   Anyway, now it'll be back to Man

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Mord

 

KHAAAAAAAAAAAAAAAAAAAAAAAAAN!

*cough*   I'm glad I stumbled upon a thread that pointed to the mini-dig. While I've been there and poked around in the past now and then, I randomly checked Eckhard Stolberg's description of how VDEL works. That's saved me a few rewrite versions. But at the cost of needing to think about how this'll impact my upcoming display kernel. Hm.   Might work out. Might be hell.   In other "news". I think I've mentioned it before but odds are in the process of building up Action RPG's functi

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Mord

 

Pac man and obesity?! OF COUSE!

What say we sue pac man for the current state of growing obesity in north america? The subliminal messages of "eat until you burst" through the last generation is just unforgivable!            

Mord

Mord

 

(Action RPG) Version 0.016

And finished. Had several weird things happen this version to work around, as well as unexpected (read: braindead) semantic problems to deal with.   Anyway, nonflickering room objects are now added. Having some objects avoid flickering can help with making sure collisions register asap. (As soon as the object it reacts to gets swapped in)     One use, as demonstrated in this version, is castle gates/doors/etc that are locked. The black key does indeed unlock the castle and you can go

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Mord

 

ARPG So far.

Maybe I'm spending too much effort on something that's really so small overall. While the rest of the game play area will likely resemble standard 2 color mazes and the like, the top section I was trying to go for a horizon type of effect. I may have to impliment this slightly differently in the end anyway although the way it works right now you set the hue and it'll handle the shading. Both for the floor and sky. This would have an odd effect on underground places however where just a so

Mord

Mord

 

(Action RPG) Version 0.011 - Room Loading

With version 0.011 I've added/fixed a couple things. First of all the sprites are positioned properly. They're hardwired for now, and there's no mechanism to determine what sprites need to be displayed each frame, if any, depending on the room. There are no actual items yet!   There are, however, actual rooms!   The exits are working although it's not prefect yet. I still have to add the room exit info to the collision detection routines. So if you try pressing against a wall while wal

Mord

Mord

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