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Atari Projects Log Book

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Game Review - Picross for Nintendo DS

Picross is a fun set of logic puzzles in the same genre as Sodoku. Each puzzle consists of a grid of blank squares and a set of numbers for each row and column in the grid. The numbers indicate the sets of squares that must be filled in that row or column to solve the puzzle. For example, if the numbers are {1 2 3} then a single square must be filled, followed by 2 squares then 3 squares. At least one square must remain unfilled between the filled squares. The number of unfilled squares be

Robert M

Robert M

 

bBasic - Adding some collision detection

Goals: -> Implement player collision detection and hit point tracking.   Design: -> Start from last entry. -> Life and Shield strength bars at the bottom of the screen. Life is on the left, shield strength is on the right. -> Collision detection of enemy shots and sprites hitting the player using hardware collision detection. -> Shots hitting the player must be reset to bottom of screen to prevent hitting the player multiple times. -> The shield protects the player fro

Robert M

Robert M

 

bBasic - Added enemy shots.

Goals: -> Implement enemy shooting.   Design: -> Start from last entry. -> Up to 3 shots can be in flight at once using ball, M0 and M1. -> All three shots are drawn every frame, no flickering at 30 Hz like the sprites. -> To make the shots not monochrome, they are rotated round robin fashion. So in frame1, shot1 is the ball. In frame2, shot1 is missle0, and in frame3 it is missle1. -> All three shots are 2 pixels wide and one pixel high as limited by the mutlisprite

Robert M

Robert M

 

bBasic - Added 10 animated bats.

Goals: -> Further animate all 10 virtual sprites simultaneously to create circulating arial swarm. -> Save on RAM needed for 10 enemies by mathematically generating their positions from counters. -> Still animate player0 under joy1 control to run left and right, shoot and shield from last entry.   Design: -> Start from last entry. -> Implement a single X position counter that counts down to zero from 229 and then repeats. -> The existing Ycount from 9 to 0 is kept. -

Robert M

Robert M

 

bBasic - Player can shoot and raise shield.

This is just a minor update to the game in development. I have extended player control joy0 left and right still move the player left and right. Pressing straight up or down, the player sprite kneels and raises the flaming sword over his head as a shield. If the fire button is pressed, the player kneels with the sword raised, and the flames shoot skyward. While the flames are in flight, the player does not have access to the shield.   main006.txt.bin main006.txt   Next I need to refin

Robert M

Robert M

 

bBasic - Animating 12 sprites simultaneously

Goals: -> Animate all 10 virtual sprites simultaneously to create circulating arial swarm. -> Animate player0 under joy1 control to run left and right. -> P0 flickers at 30Hz, use the other copy of P0 to give the player a flaming sword.   Design: -> Start from last entry. -> Reimplement the joy1 reading code from 2 entries ago to use an on..goto statement rather than if-statements. -> reintegrate the player animation code with the new joy1 code. Only left and right move

Robert M

Robert M

 

bBasic - 12 sprites at 30Hz flicker

Goals: -> This is just a brief entry. Small progress, but progress is progress. -> Add 30 Hz flicker to the program to double the number of objects shown. -> Prototyping of a possible game idea using pure bBasic.   Design: -> Start from last entry. -> Delete the joystick code, and disable the player animation code. -> Add a framecounter and add odd/even frame handling -> For now, just separate the two sets of sprites horizontally. -> no player control is avail

Robert M

Robert M

 

bBasic - Playing with sprite animation.

Goals: -> Explore sprite animation in bBasic using the Multisprite kernel. -> Prototyping of a possible game idea using pure bBasic.   Design: -> Start from the multisprite test program. -> Render the Playfield as a cavern. PF0 is set always on to form left and right walls. -> Put player 0 on the bottom of the cavern as a warrior. -> Left and right joystick motions move the player sprite. -> four frames of running animation are used plus a single standing still fr

Robert M

Robert M

 

bBasic - Multisprite flicker algorithm testing.

Goals: -> Get practice using the multisprite kernel -> Observe the flicker management algorithm for virtual sprites in action.   Design: -> Implement the playfield as a dark grey checkerboard to facilitate line counting -> Use numbers for the sprite graphics to identify them on screen. -> Arrange the sprites in a tight line so side by side veritcal differences are easier to measure. -> Joy 0 moves the sprites. Up and down move virtual sprites 1 through 5 at different v

Robert M

Robert M

 

bBasic - PF Height Animation

Goals: -> Try to create an animation of pf graphics using the pfheight kernel option. -> Gain more experience with bBasic syntax -> Still no user interation.   Design: -> Base on the HelloWorld program. -> Turn on the pfheights kernel option. -> Create an on...goto statement that maps to a 16 frame circular animation that bounces and stretches "HelloWorld". -> the code for each frame will set the pfheights.   Implementation: PFanimation.txt PFanimation.txt.bin

Robert M

Robert M

 

bBasic - Hello World

For my first bBasic program I choose to stay with tradition and write a Hello World program. For non-programmers reading this, there is a bit of a tradition in programming with a new language to start with a simple program that simply outputs "Hello World" to the user.   Goals: -> Minimal source code size -> Simple white text on a black background. -> no user interaction.   Design: -> Use the standard bBasic kernel to render an asymetrical playfield image of "Hello World".

Robert M

Robert M

 

bBasic - Killing Cats Everywhere.

I admit it. I am curious about bBasic. I have been avoiding it because there is a sort of community feel about it that it should be left to the beginners and experienced programmers should stick to assembly code. I am at a point of severe frustration at this point , however, and bBasic may provide a solution. I have a stack of half finished projects. Most of them are working kernels with some design work on the side completed. I get the kernel working and then I lose interest as I get b

Robert M

Robert M

 

Project Kickoff and requirements

Okay, so I have less than a month to complete an entry for the 2006 minigame contest in the 1K category. They sure set that deadline early this year. Oh well, If I miss it, then I guess I'll just have to enter it next year. My game idea is a sword fighting themed game with a top down interface. The player myst kill all enemy warriors in the current room and then proceed to the next. There are 8 rooms with progressively harder enemies to defeat. The backstory is the player was betrayed an

Robert M

Robert M

 

13 Character Demo

I finally got off my lazy butt and cleaned up the source code for my 13-character no-flicker technique. I have created a completely unexciting demo showcasing the trick. The detailed description of how it works is given in Draw13.inc so I won't go into it here. I plan to use this trick to display the level names in Little Man. I hope other programmers find them useful too. There is a lot of room for fun effects to be done: bouncing text, whirling colored text, scrolling text. I didn't d

Robert M

Robert M

 

I'm losing my job.

We had a visit from corporate central. They have decided to shut down the group I am with. They are calling it site consolidation since we are a remote engineering group, but I doubt anyone at the office has any desire to move to the HQ in Ohio. I know I don't because I just moved cross state last June, and that was hard enough on my family. I am really not worried about finding new work (yet). There is a lot of high tech stuff around here. I am going to be surprised if I like my new wor

Robert M

Robert M

 

Thoughts on "Doom"

I played Doom for the first time this weekend. I know, I know, where the hel have I been. I have played many FPS games, but I was so busy at college when Doom came out I missed it. I rememeber people mentioning it and talking about how awesome it was, but I never played it.   I must say now that I have played it, I am very impressed. The game plays very well. Control is smooth and responsive. The level designs are exquisite considering the limitations of the game engine. Unlike a mo

Robert M

Robert M

 

Wolfenstein Animated - Release Candidate ROM

Hello,Please find attached the release candidate ROM for the updated Wolfenstein hack. It has been decided by the development team that this version will be called Wolfenstein - The Next Mission. There may still be some changes to the enemy graphics, but the final functionality is in place barring a terrible bug is found. Here is a list of the key changes from the original release:1. There are 4 level layouts that repeat twice to make 8 levels rather than 2 layouts repeated 4 times.2. I upd

Guest

Guest

 

Wolfenstein - No more teleporting.

Time for an update. This next change is only partially completed. I have never liked the Venture gamplay model for player damage. When the player is hit, their position resets to the start of of the level. So I am taking it out. In Wolfenstein, when you get hit you will take a point of damage and stay right where you are. I do not have the code working in the big mazes with the patrolling guards so avoid them in this version. In the rooms though you will see the difference. When an

Guest

Guest

 

Wolfenstein Life Bar Improvements.

Alright, I made some changes to the life bar. I reduced the starting extra life amount from 4 to 3. I made the life bar a stunning blood red color all the time rather than matching the room wall color. I think it stands out nicely now. I also flipped the removal of life dots so that the left most dot disappears first rather than the right most as it was. I think left to right decay looks more natural than right to left. I also went back to separate ticks for the life level rather than

Guest

Guest

 

Wolfenstein Animated

Its been a long time since I posted anything. I am working on a new release of Wolfenstein with neotokeo2001 and Nukey Shay. Neo and Nukey came up with the clever idea to double the 4K ROM and animate the game sprites. I am working on updating the level maps, fixing a couple bugs from the original, and adding a couple new features as space and free time permit. The new release will be offered through the AA store so hopefully the shipping problems of the past will remain in the past. I am

Guest

Guest

 

Playing with terrain ideas.

Hello,As a precursor to developing the movement routines of the player, I decided my time would be better spent creating a more conprehensive game board that presents a number of ideas and special situations that I want the code to handle. From that I brainstormed combinations of the PF tiles that I can use to make different terrain for the player to stand on or in. The result is the picture and the attached binary.I have a stairway in the upper left. When you walk off a landing, if there i

Guest

Guest

 

Little Man Progress

Finally an update. It may not seem like much has changed since the last update but a BIG hurdle has finally been crossed. I completed the code that can read the game board tiles under the player sprite or any other game object for that matter. Now I am ready to begin programming the movement/control of the player sprite. Another change is the drones blink. Plus, I found a bug in the drone code which I fixed. The trick of the new code is to retrieve the game board tiles so that the tiles ma

Guest

Guest

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