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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

 

Action RPG

Adding the playfield was a nightmare.   I had thought up ways of trying to impliment it but not only could I not get them to work at first - I also saw the glaring problem of excessive ram usage that really wasn't necessary. As a result, versions 0.002 and 0.003 are dead. I could have just named this as version 0.002 but given this version does reuse some of the code I wrote in both versions 0.002 and 0.003...   The playfield has a similar, but greater, resolution as Atari's Adventu

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Mord

 

Too. Many. Games.

That's it! No more purchases until September!   It's a shame there's so many deals one, but if I want to make sure I can go somewhere on vacation next month, I seriously gotta button down the budget for the next few weeks.

Mord

Mord

 

Room Format Modifications

I've been tweaking with the room loading routine and added a few things to it to allow me to reuse roomdata. There's no need to explicitedly set byte-for-byte all the playfield data for all the zones of a room in all rooms of all regions. Especially when you consider how many 3-byte strings will be identical.   Now in the room data I just specify the starting offset (low-address) for where a 3-byte string will be taken from. The highbyte/page has been pushed into the high nybble of the Z

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Mord

 

Long Weekend

And thus starts my long weekend as I decide to use a vacation day owed me tomorrow/friday. Was just feeling lazy all week in between coding. (I've already gotten some of the various bugs dealt with!)   Friday is suppose to rain however, so I guess it'll be a long weekend in front of the computer/tv! Last few games I've completed recently include GC version of Twilight Princess, Grandia III, and .hack//GU Vol 1. I tried getting back on track with Shenmue II but once again lost interest.

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Mord

 

Action RPG version 0.018 source

With how much time has passed, I've gotten rusty with the 2600 again. As a result what I HAVE written is difficult for me to update and continue. So.... I'm going to start over again. Although I'll be using the code from this as a guideline. At any rate, posting the source for the last stable version for this build for the curious. I'll post "version 0.020" when I get the new code sufficiently caught up. I want to handle objects differently in particular, as well as have a better system fo

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Mord

 

(Action RPG) Version 0.008 beta (Looping Original)

I guess I'm feeling better-ish, although still not top of the world. I decided to do this a bit more gradually instead of doing it all at once and assembling. The beta attached looks identical to earlier versions, and it isn't the finished version for 0.008, but it shows the corrected off-by-one error I mentioned earlier and the code generating the scanlines for the P bar is about 1/11th the size of version 0.007. I managed to loop it up with just a few bytes added to one sample line and m

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Mord

 

Also. Pictures!

Finally took the time to examine the little digital camera I bought back in 2006ish. I have a LOT more than the little bits shown in here, but that would require effort to unpack out of boxes, etc.

Mord

Mord

 

Disturbed: Indestructible

I remembered to check Disturbed's website yesterday and noticed they have some new songs up in preparation for the release of their latest CD: Indestructible. No clue how long the songs have been up on their myspace, although the top two only have half a million plays compared to the 6-9 million plays of the others.   I'm about as anti-RIAA as you can get, and I'm sure Disturbed's CD is going to be on a RIAA label, but I'm likely going to lower my personal boycott to purchase it. So long

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Mord

 

Code and Games

Have tonight off since I wanted to hang out with parents while they were in town. They're leaving again tomorrow. So for the rest of the night I have plans to split between Persona 3, and coding Action RPG. I'm actually writing code for it!   I drew up a hopeful goal for the screen display earlier in the week. Most of it's focused on differences for the status bar on top of the screen, the very top portion of the game map, as well as adding a secondary "inventory" bar along the bottom.  

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Mord

 

Data/Graphics Separated

Finished part 2. I've removed object data from the graphics data. This has several benefits. One of those being that now different objects can share the same graphics data - but otherwise be different. (Different size, different speeds, different AI/collision, different color, different maxhp, etc)   I have to clean up the code a little bit before I move on to the next milestone. I'll do that either when I wake up later today or tomorrow morning when I get home from work.     *update

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Mord

 

Definitely a bit late.

The code is getting written, modifications being made, etc but I still haven't gotten to the point where I can compile the code and actually expect it to work. Right now the point is to determine how to load the object in the roomloader bank without needing data that is in the display bank. I really don't want to make complete item copies in the roomloader bank, although a lite version of the data might be done - and the rest of the processing handled in the Vertical Blank on the following fra

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Mord

 

Ar Tonelico 2 complete.

So I guess I power leveled without really trying. I slammed through everything with little to no trouble. The last 3 bosses for instance all fell pretty quickly. The 3rd-to-last in particular. There's apparently an overflow bug glitch on the 3rd-to-last boss that freezes the game for the NA version. If you make it to the 3rd defense stage, the boss does some special move that's bugged and freezes the game so the only way to win the fight is to power level so that you can defeat the boss bef

Mord

Mord

 

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

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Mord

 

This month.

Since christmas I've been on and off of all sorts of my little projects. In the end nothing got done for programming. I have a future php powered website all but planned on paper for myself, but I likely won't get around to making that into a reality as early as I had hoped. It'd be nice if I could have it done by next christmas but we'll see.   Essentially I've been reading up on php and css a lot and playing Dynasty Warriors Empires 5 a lot. Trying to max out all the characters for fun.

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Mord

 

(Action RPG) Version 0.017 Hold/Drop Objects

Ok, so adding the fire button to drop the objects wasn't as difficult as I feared. Just make sure the latches on the fire buttons are turned off, and add a counter on the frames. Incrementing it (up to FF but no wrapping) when it detects the button is pressed, and taking an action when the button is released based on the counter. If >= SomeValue, then drop the object, otherwise assume the player wanted to use the currently equipped item.   Equipped items don't work yet obviously. So pres

Mord

Mord

 

PSP Additions

Among a lot of other things, I bought a PSP out of my income tax refund this summer. The library of games currently stands at:   Castlevania: The Dracula X Chronicles Dynasty Warriors Street Fighter Alpha 3 Max Gradius Collection Astonishia Story Final Fantasy Tactics: The War of the Lions Gurumin: A Monstrous Adventure Disgaea: Afternoon of Darkness Tales of the World: Radiant Mythology Generation of Chaos   I saw a bunch more rpgish types up at one of the stores in town, so I'm p

Mord

Mord

 

Procrastination Punishment!

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.

Mord

Mord

 

(Action RPG) Version 0.005 Complete

There were three errors that evaded me all day while trying to find out why the collision detection was weirded out. All three ended up being found in BackUpPlayer. The first error was having a bcc where it wasn't needed - and in fact short-circuited the code for the Up/Down position restoring.   When this was removed, sliding against the horizontal walls worked fine, but approaching them head-on continued to act like crazy glue. Once you touched it, game over. No more moving. Howeve

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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

 

Display Fixing

I've fixed the stretching effect you'd see in version 0.014 when the object would get too close to the top of the screen. At least I think I have.   *checks*   Ok, it's almost fixed. Looks like one of the two sprites, while it doesn't stretch, it doesn't display proper data for one scanline above where it should start displaying. But otherwise it's progress! I'll do some quick checking on that now this evening.   After this is fixed I'll be working on object coordinates. In the

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Mord

 

(Action RPG) Sliding against walls

Adding simple collision detection was easy. Test missile vs playfield/ball, back up the player if collision detected. Of course, that gives the predictable result of sticky walls. I wanted to be able to slide against the wall. Less frustrating that way.   That wasn't quite as easy, and failed brilliantly... and comically... a couple times as I wondered why the heck touching upper walls acted like some sort of player trap that would drag their butts violently off the screen regardless o

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Mord

 

The FuMP

I was poking around The FuMP this morning and came across this song. "My Atari". I've bookmarked the site for future surfing. Unfortunately now is nap time. z_z

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Mord

 

The kind of visitor you never want to see.

I live up the road from a fire hall. I'm use to seeing - and hearing - the trucks go by at least 2-3 times a day. This is the first time one of those loud beasts stopped at my apartment building. Seems half of the apartments are pretty much apathetic to this situation. I am not. I slipped on my sneakers and went downstairs, and despite being on the top floor, I was the first person down to let the gentlemen into the building. I saw a total of probably 3-4 others that were at least interest

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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

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