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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

 

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

 

(Action RPG) Fixed-Point movement

I've changed the way the player moves to make use of fixed-point math. In the rom right now I replaced the castle with a simple square in the middle so I could work on screen clipping with the new movement code. Took me a while to get that right, once again due to my confusing how cmp works with setting the carry flag. I seem to keep testing for the opposite case than what's called for. ^^;   Also, another strange thing I had going was that movement got busted as soon as I swapped in the n

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Mord

 

(Action RPG) Version 0.009

Final "release" of version 0.009. It does everything I set out to do for this version.   *> Displays 2 sprites on the screen. *> Playfield is striped instead of solid. *> Ball functions as an extension of the playfield in the form of a positional vertical bar. *> Player is a little more "refined" - more out of timing necessity than on purpose, but still.       With respect to the display routine, there's a few things I still need to examine to make sure they're working pro

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Mord

 

Progress!

As the screenshot shows, I've fixed a couple of things from version 0.013 already.   1. The Object Manager is in place. This is the Real Deal. Although it will need a couple more tweaks and I'll probably try to make the code a bit more compact, this code is probably going to be used from this point on. It cycles through the list of existing objects, and selects up to 2 to display on the screen. If it finds 0 or 1, it'll make 1 full run through the list. If it finds 2, it'll also update it

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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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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

 

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

 

Action RPG Version 0.014

I'm done for the day. There are apparently some timing issues with moving between horizontal rooms. This is probably just a branch or something being pushed over a page boundary again. I'll deal with it when I jump back into the code for the next version.   There are now two objects, both operating differently. The heart's been given an AI routine to make it flash it's color. Otherwise it acts the same way it use to as I haven't altered the Heart Placer function to fill up the item slots

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Mord

 

Mana Khemia

Finished this last weekend. I have a few save games near the end so that I can pick a different ending without redoing the entire game, but I'm not to interested in actually doing that for now. I think I missed making like 1 item in the game, which of course prevented me from unlocking everybody's stats 100%. Some were as low as 95% due to that particular item blocking a few other items behind it. Ah well, not too important.   For a change of pace I've switched to the PS2 version of Dynasty

Mord

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

 

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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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

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Hardware Rolling

I'm convinced that the cause of the hardware-rolling is not in the logical section. I swapped out one of the big time-wasting functions in there with something that did the same task in a third of a scanline. I see no change. More importantly however is that according to stella's scanline count/frame, we have it outputting exactly 262 scanlines MOST of the time. Under various conditions which I'm still trying to track down, the scanline count drops, rather than increases, to 261.   So.. co

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

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Mord

 

Starting on the Status Bar.

And it's mostly done. I might be able to do some more alterations to it and I still need to add the repositioning for the players to be used in the main game play section underneath. That's the next thing I'll be working on.   This bar only has a life meter for the player on the left side, and the "boss hp" on the right. In this game most bosses will just need to be tagged so many times to defeat them, although your stats and equipment would make it easier or harder to do that.   There wil

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Found it.

So there's nothing wrong with the actual code as far as I can tell.   The problem of it dropping a scanline seems to be based on how it exits the timer-based overscan section. Enabling or disabling the various demo subroutines alter how the extra line is dropped obviously, but so does adding nop's and/or WSYNC's right before it enters the:   ; ------------- Enter Overscan Logic Above ------------------- DisplayOverScanLoop lda INTIM ; 2, 3 ; bne DisplayOverScanLoop ; 2, 2/3;

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Moving and Homebrews

Nearly time to go sign the lease and get the keys for the new apartment (on friday). Haven't heard back from them, so that's a Good Thing. (The appointment to get the keys is already set as a given, so long as there were no problems with the application at which point they'd call me. And as they said before, they aren't expecting problems.) Later today when I wake up I'm going to see about making sure some relatives are willing to help me move my stuff over the last week of the month so to h

Mord

Mord

 

(Action RPG) Forest Kingdom version 1.0

Below is a map I had designed for a forest kingdom in Action RPG back in... I think it was 2005. It was well before I started on the current codebase which is why it doesn't even reflect the ability for alternating playfield colors. (I made a few attempts at starting this game in the past, but always got seriously distracted or had a harddrive failure, etc. )   I'm likely going to modify it before I ever get around to adding it to the actual rom, perhaps even start from scratch, so a looksee

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Mord

 

Games and Code

There's little more to my life these days it seems other than those thing in the topic. .... Well, if you don't count sleep and work.   Persona 3 FES is moving along at a nice pace this weekend. I got up to the top of the 4th block of Tartarus and the social links are coming along fine. I may not max them out by the end of the game but that isn't overly important as far as my Games Complete list is concerned. But I will try to get them there all the same.   I haven't done much with

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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

 

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

 

(Action RPG) Version 0.006

Not that there's much different between this and version 0.005, it's about all I'm going to pretty it up at this point. All I did was remove a few things here and there that weren't needed and were just messing up the code unnecessarily. I figured it was pointless to go through the display code right now as I'm changing/modifying it with the next goal anyway, which I'm hoping to have done by sunday night.   That next goal is going to be the status bar.   This will obviously cause chang

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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

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Mord

 

Still workin' on it.

Bankswitching can be a pain. Or more accurately, my failure to preplan it better. Haven't gotten it compiled yet as I've had to overcome various compiler errors caused by label-dependant code being in the wrong bank. So been moving those things around etc. I think the last thing I'll have to change before it'll compile will be a way to jump into the roomloader bank when it detects a new room to be loaded. Already got a good idea of how I'll do that.   I think I have Dynasty Warriors 5 Emp

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Getting there.

The inventory bar is close to complete. I have this twisted idea to change the background color from black to an alternating dark gray. There should be sufficient cycles, but I'm heading to bed now. I'll get that done either later today or Friday. Before moving on to the main middle section, I still have to work out some details for how I want it to look. I have some ideas but they're not set in stone just yet.   I should probably read over the old design notes I have and update it appro

Mord

Mord

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