While trying to make a song for level 5, I did, but I figured it would be better for the spaceship level. So I made another song for level 5. I had a terrible time trying to draw a spaceship for Pea-Man to get beamed up into. Eventually settled on this:
I'm quitting for the night. It's a little after 7:30pm and I want to focus on other things. Last night I didn't get to sleep until 6 a.m. I only got 6.5 hours of sleep. And you know what? I feel better. Perhaps I should stay up until 6
Pea-Man went to the corn maze and found the carrots have invaded it. Is nothing sacred?!
I worked some more on Pea-Man. I thought that corn, peas and carrots together on the same screen would be really amusing, so I did it. I also introduced a new thing: The level does not end after you eat the last dot. Instead, a passage opens up on the left edge and Pea-Man must go through it to advance to the next level.
Here's what will happen: At the end of level 5, the carrots will
I spent a few hours trying to make something work. Apparently changing the mode from mode 1 back to mode 0 during the maze part of the game made it work. So now I have two levels in the game and it's now at 12k. Am thinking I can fit a whole massive game in here if I keep this up. (Yesterday I said that the waffle game was about 60k.) And now with the engine complete, all I have to do now is design new mazes, new graphics, and new cut scenes. Which is mostly made of data lines.
Programming is hard when you've got a semi-broken mouse. The problem with mine is that the wheel stopped working. Now I have to scroll up and down using the side arrow buttons. Nevertheless, that didn't stop me from working on a brand new creation (Well, not all that brand-new.) called Pea-Man. The carrots have come and they want to take Pea-Man to planet Carrot and assassinate him! But why HIM? And why now? Pea-Man begins his quest in his house, which has suddenly turned into a scary house. Bec
It seems like I only work on this game once a month or so. I really should work on it more than that if I ever hope to finish it. The main thing holding me back from working on it is lack of ideas for what Frank can do. The last time I worked on Frank was Sept. 12. So one month later, I returned to work on it. I noticed right off the bat something was wrong with the way Frank was flapping his wings on level 3. How did I not notice this before? The solution was to fix the source image (from where
So I was working on something on my video editing software when all of a sudden, I couldn't hear anything it was doing. My speakers were working fine. So I tried resetting the computer and see if that solved it. No, still silence. And then I got a notice that I needed to update Windows, so I did that. That didn't help either, so I guess I won't be making videos until I get to Best Buy or something to get new video editing software that actually WORKS. I know I'm not getting Pinnacle, because of
So with it all nice and done, I went to test my MidSpace version 18 on a real Atari 2600 with my Harmony cart. To my horror, I discovered the screen jumped whenever I lost a life. This was I think at 9 this morning. I then spent the next at least hour and a half trying to fix it. Part of that went to changing the title screen tune since I wasn't really liking what I had in there then. I think my new song sounds more ominous. So after 90 minutes of working on the thing, I made the scanline count
So yesterday I thought I'd take another stab at adding enemy missiles to the game. It turned out to be a two-day affair. I noticed this morning when I woke up I got back to work on it. After returning from the grocery store, I noticed that I had made a mistake about where to put a part of the code. But it still wasn't working right. Then I read the Programmer's Guide. After trying a few things and failing at them, I noticed the part about RESMP0. I thought "Hey, that's exactly what I want to do!
It always has fascinated me that there's hardly a game out there, on any console, that has a title screen with a white background. I have made it my mission to make a full-fledged game with a title screen with a white background.
I had failed with the movement of the cranberry game on VB, so I went back to the Channel F again. I made a title screen for a new game based on my Mr. Celery comic character. This game will be rated E for edible. Anyway, I want to make a game similar to TMN
I worked some more on this. I must have had to download it to my FlashBoy+, go to the den, cry out of frustration, come back in here, code some more and repeat that process about 10 times and that was the past hour of my life. The problem was the screen was flickering. I don't know why. Or how, but part of it was. I eventually made it calm down to get this result:
I even added some clouds that go by. And yes, they must be that thin. I guess I could thicken them up, but not by very muc
So I figured out why I failed in my quest to make a Virtual Boy game. The problem was in the header. The game title needed to be EXACTLY 20 characters. My game title was 21. So fortunately, the phrase "Craig the Cranberry." has exactly 20 characters (I was using "Craig the Cranberry!!") I tried it on my FlashBoy+ and it works great. But why did it even bother working in Mednafen if the header wasn't correct? Mystery.
I was scared to eat a piece of pizza following my 2 hour long choki
Well, I've done it. I successfully made an issue of a Mad-like magazine. Since Mad has ended. Introducing Stupid Magazine! 8 pages' worth of comics just like Mad. Except it had more. But I'm just one person. If you like my comics, be sure to read it. (OK, who likes my comics?) The site has my first-ever animated-gif icon since I learned I can do that. And the strawberry Crush tastes just like strawberries. Yum.
I choked on pizza at 7 a.m. I tried all sorts of stuff, including stickin
I must make one clarification on yesterday's blog picture - those weren't all masschamber's cartridges. Some of them I got from other sources. As soon as it was clear I was going to make a second Channel F game (which I thought was Killer Heads of Lettuce), I started hoarding cartridges. Then I made Golf and thought of the Trimerous game and decided I needed some more.
I updated the Quest of the Cranberry website. I made a few minor changes, like adding a sound effect when Craig gets
I think this should be enough to hold me for a little bit. AtariAge user masschamber sent me some lovely donor cartridges. Before you panic and think that I am crazy for using a copy of Alien Invasion, let me say that the cart is broken. I tried it and it didn't work at all.
I went to the Wal-Mart. They had a bunch of Halloween stuff. I had most of it already (what happens when you have a jack-o-lantern collection). They had an arcade machine I wanted.
Worked on Quest of the Cranberry this morning after being asleep most of yesterday. I woke up at 1 a.m. and began work. I spent about 3 hours on the thing. Mid way through the work, I decided to get rid of allowing you to go backwards through the game. It was causing a bunch of problems for me, and probably nobody knew you could anyway. Doing that helped a little. I actually got the game to work instead of it not working. I think the problem is I was doing too much stuff at once.
I got back into the Channel F. I had to untangle the power cord, which took about 5-10 minutes (it's a nest of wires). After that, I turned on my Channel F. It still works. I don't know why it WOULDN'T, though. I played a bit of Pac-Man on my multicart. I couldn't figure out Video Poker, though. And Video Whizball is actually a very good, unique idea that was well implemented.
I went and worked on Quest of the Cranberry for the first time in about a month. So what I basically did tho
So I have been working on GoSub for the Atari 7800 the past few hours. I learned I have room for 25 levels. After every five levels there will be a boss stage. I thought I had more room than I originally did, but found out that the bigger the pictures are, the more room they take up, which is logical, but even in the mainspace and DMA holes they take up space there too, which I am wondering why since the pictures all have their own area to be stored.
I can't get my pills any more because SSI just denied me even though I've been on it for several years. I need some new anti-crazy pills that cost way less. Even though I don't think I need them any more.
I was having trouble keeping the flying hamburger's y position visible on the screen during the title screen. Then, after I don't know how many attempts (including when I was working on the first game), it FINALLY dawned on me. The y position will give a psuedo-random number from 0 to 255. SO I HAD TO PLAN AS SUCH! I had to plan for a number being 255.
So now my code looks like this:
Work on HERTS2. I had to redo tons of stuff because something wasn't working right. It claimed there was no room in bank 0. So I had to redo some code. Eventually I'll make new music and put it in. But for now, here's the title screen.
That's quite a yummy-looking hamburger. And the title screen burgers (they look small here) are flying from left to right. In fact, I've already thought of level 1's location: Outer space. I've thought of some more locations: snow-covered field, desert.
So it had been a long time, about a year, since I last finished my Game Gear game called "Hamburgers En Route To Switzerland." I bought a Game Gear game on eBay (there was actually a fair priced, non-crappy sports title I didn't have!), and that led me to playing it again. The farthest I got was level 3. The last time I did any Game Gear coding was way back in March. But now I've decided to pick it up again and make something new. I liked the hamburgers shooting milkshakes with French fries idea
So I have decided to go ahead with producing a first run of Trimerous, me and e5frog's Channel F game. It will be a while because e5frog is working on improving my code and adding stuff. I am making an 8-page color manual to go along with the game. Today I worked on the Golf part of the manual. I have 14 spare Channel F carts. I ordered another 11 off of eBay. So that will make me have 25. So I think the first run will have 25 carts, which will result in 22 up for sale. I want this game to be co
I worked on Chris the Cranberry some more and made track 1. It was hard to put in the ending because it didn't like the way I made it. What I wanted was the track number to not appear until the player stopped pressing right on the joystick. In the end, I figured out the reason why it kept showing up: Because I told it to, I just hadn't realized it. So with a little code editing, I now have the first track in there. There's three laps in it, and thirteen different obstacles. I reach the end of it
So I am doing math now. A page has 255 bytes. Subtract the code for placing bytes and I'm guessing I have about, let's say 200 bytes. For there to be 5 tracks, each track would have to have about 13 obstacles. For there to be 13 obstacles would take up 39 bytes of code the way I've set it up, and 39*5=195. Or if I felt that 13 obstacles wasn't long enough, I could have there just be 4 tracks, each with 16 obstacles. (16*3)*5=192 bytes. Either way, I'll probably have enough room in one page to ha
So the time has come. I have made the poor computer work too hard with Chris the Cranberry. So what to do? Well, what I usually do when I'm overworking an Odyssey 2 with my program is add an extra call waitvsync to it. This makes the program run slower. So in turn, I have to speed everything up by one. So instead of subtracting one to the x position of the items going by, I now subtract 2. Yet it looks the same as if I was subtracting 1 because the computer is running slower.