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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

 

Curse you Cycle 73!

Well, I suppose it's not THAT bad. It's just annoying as heck to work out a usable cycle 73 hmove routine. The best I've worked out so far is to use a table, which of course sacrifices about 160 bytes of rom for the table. Assuming that hitting RESPx at cycle 76 counts as the end of a scanline and not the beginning of the next then the table I have written should work out... hopefully.   Not really in the mood to muck with it right now beyond inserting the table into the rom.   This is t

Mord

Mord

 

Completed Wonderboy in Monsterland

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

Mord

Mord

 

Completed Persona 3

And I totally trounced the boss. Even without using the gamebreaking skill combo of Armageddon + Victory Cry.   Armageddon is a fusion spell you can use if you have Helel and Satan personas active, one of them equipped. For 999 SP (ie: everything you have, and only if you're at max level) you can instantly deal 9999 damage to all enemies. The monsters can't resist or dodge it. So it's basically an instant win skill. Even the Reaper can be one-shotted with the skill. Of course, this drains

Mord

Mord

 

Collision Detection Rewrite

For budding 6502 programmers.     ldx #7 ; We load the Collision Pointer. lda (SpriteP1_SpriteDataPtrLow),x ; sta Collision_PtrLow ; ldx #9 ; lda (SpriteP1_SpriteDataPtrLow),x ; sta Collision_PtrHigh ; jmp (Collision_PtrLow)   This code compiles with dasm just fine.   But it is INCORRECT. To get the proper addressing mode, you must use the Y instead of the X. Something I keep forgetting to double check since dasm won't break down on me when it compiles. I just spe

Mord

Mord

 

Coding Days are surprisingly still here.

So the idea I had for adding the playfield is quite a bit more complicated than I originally thought. But then I'm also working on an actual usable system that'll be kept from version to version from this point on instead of a simplified test case. It does use up quite a bit of the ram, but then I'm writing this with the superchip in mind. Not going to use the extended bytes of ram until the rom itself gets more complicated at any rate.   I'm more surprised that I'm still working on thi

Mord

Mord

 

Coding Days Are Here Again

I started coding on the 2600 again recently. I have this horrible habit of starting it, dabbling with it, getting carried away with some aspect of it, then losing interest and dropping everything for months and months. Thus when I get back to it again... I end up not knowing what the heck I was doing.   So I start over.   Usually with some totally different idea anyway.   I have like 4-6 different game ideas in my head as a result, some more hammered out than others, for the most part wi

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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.  

Mord

Mord

 

Close to a Year

You know I had almost forgotten about having a blog on Atari Age. It's not from the lack of visiting the site, as shown by my string of posts in the 7800 and Modern Gaming forums.   My Livejournal isn't doing much better for activity however, if that's worth anything.   Don't really have much to say this time either as I haven't been very active with homebrew in the last year or three, so instead I'll just post a screenshot from my minecraft single player. It's basically a dark room tower

Mord

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Christmas bonus

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

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

 

Castlevania: Portrait of Ruin

And Portrait of Ruin is complete. I didn't unlock everything or get every spell/weapon this time around, I just focused on getting the good ending. I still have my save game for where I DID unlock just about everything however! The map complete is like 999.8 or something like that. So I'm guessing it's just missing dracula's room.   Hm. Despite owning the DS for a few years longer, I seem to have more PSP games. (mostly rpgs) Trying to leave the games I still have in shrinkwrap sealed (About

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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

 

Castlevania: Dracula X Chronicles

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

Mord

Mord

 

Castlevania: Dawn of Sorrow

Finished Dawn of Sorrow today, and added it to my little Games Complete list on my website.   Had it solved long ago, but I'm not adding games to the list unless I complete them after the list was started. Which means playing through a lot of games again. Nearing the end of Mana Khemia. I'll have to pick some more games to continue on with soon.

Mord

Mord

 

Blah.

I had something done for this week's Action RPG (version 0.008) but upon finally getting to test it, it failed spectacularly. It was so mucked up I didn't even know where to begin to debug it (all semantic/timing bugs) so I'm scrapping it and I'll start over. Perhaps the problem was trying to get too much done. I tried looping the kernel up some, modifying a position-a-sprite routine so it would execute all in one line, and adding the second bar.   Also, I'm starting to feel a bit under t

Mord

Mord

 

Begin Debugging Phase!

Always such a fun phase.   After spending a while thinking of how to do what I wanted to do, then another week writing and rewriting and doublechecking what was written, I finally started pasting the new code for holdable objects into the rom. And for the first time sinc... ok for probably the first time, the game didn't need any tweaking just to display the kernel properly on first assembly!   However the key wasn't responding to the collision routines.   That was a quick fix. I j

Mord

Mord

 

Bankswitching

Started work on converting the rom to an 8k as per my initial plans. Just pondering exactly how to set things up and I've changed my mind on the setup/naming strategy a few times already.   That, and Dynasty Warriors 5 Empires, are what's taking me so long to update.   Either way work is continuing now but updates of any sort might not show until the weekend. One thing I HAVE done is remove the variable and constant declarations I'm using and moved them to their own .h files so I

Mord

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Back to the grind.

Seems every time I finish a tiny milestone, as each version tends to be, I get a kind of rush. Of course this means much procrastination for a job well done.   At least I spend that time -thinking- about the upcoming goals for the next version.   So while it's already been a week I'm getting back to the editor. Work is a little heavier right now up until christmas but I'm sure I'll get a few things done before Christmas Eve.   Goals for Version 0.011:   1. Patch in Eric's f

Mord

Mord

 

Back to the 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

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

Mord

Mord

 

Back to Coding

I've given up on the last attempt to add animation to the rom. The errors were weird to the point of me not knowing where to start looking. It might have just been a simple thing here or there, but finding that simple thing was more of a headache than a fresh start.   And so I reverted the source code (but not the variable/constants files) to version 0.018. I checked and it still compiles fine (which means I didn't remove anything from either file) although I'll double check it to see what,

Mord

Mord

 

Back to code.

Maybe it's the sudden intense 15 degrees celcius outside yesterday, but I picked up the codebook again tonight along with putting more effort into the last couple map redos I'm doing for Scrapyard Dog. (only 3-3 left! yay! ... I thought I had more than just 2 to do for some reason, probably what helped procrastinate on it. )   Codewise, I just started hacking into a flicker routine for Action RPG. There's a limited number of objects to check for with the item/monster setup I have in mind a

Mord

Mord

 

Back on Windows for now.

Well, that was ... interesting.   After spending the better part of yesterday with various installs of gnu/linux, most notably debian, I'm back on windows for the meantime. Debian would install properly but I couldn't for the life of me figure out exactly how to configure the adsl so I could get online. The required packages (apparently pppoe-config) were obviously not on CD1, which of course prevented me from apt-getting it. (or even successfully configuring the mirrors for apt-get to begin

Mord

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

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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

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