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Stay Frosty 2 Teaser Screenshots


SpiceWare

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Auto-detection of joystick or gamepad. The flicker-free two-color 48 pixel kernel, which I think was first publicly seen in a May 2011 build of Frantic, was originally developed in 2010 for the Stay Frosty 2 logo at the top of this screen.

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Broom = Double Jump, Present = Bonus Points. Levels use full width of screen. In contrast, Stay Frosty didn't use PF0 so the upper platforms never appeared on the left or right edges of the screen. Platform color is also updated on all 3 scan lines, Stay Frosty platforms look flat by comparison.

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Watchout for Firebirds, they're hot. Status line alternates between Score and Lives/Level. The firebirds look awesome in motion (@ 0:33).

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Elevators can take you places. Branches can move Walls

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Carrot = Snowball, note the Carrot Nose when powerup has been collected. Throwing a snowball is done by hitting UP on a standard joystick, or a secondary button if a gamepad was detected. Gamepads that are known to work include Amiga CD32 Joypads and Sega Genesis Gamepads (both 3 and 6 button).

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Taking a piece of Coal from the Bucket lets you see the invisible.

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But beware, fireballs love coal - they'll take it from you and become stronger. First image is after the bottom-right fireball took a piece of coal from you, second image is after it took another piece from you.

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Lava Platforms are also hot, Snowflakes restore ice. Corn Cob Pipe = Icy Snowman (slower melting). Lava platforms shimmer over time.

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Gas Cans are not your friend, they reignite extinguished fireballs.

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Thanks!

 

I just noticed the screenshot for level 6 didn't show the pipe due to flicker limits in Stella. I've fixed the image (copy/paste pipe image from another screenshot where one of the branches didn't show up) and added another which shows the ice powerup (as well as a wall that moved due to the branch being collected).

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This game just looks fantastic; can't wait to be able to get the cart! I am not above bribery...

 

This really is just a teaser - there is so much more to the game that what he's showing here (even in the bottom screenshot - there's also a corncob pipe which is another power-up). I really hope people can get their hands on the game this year.

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So Alt + P didn't fix it?

 

 

ALT+P fixes screenshots with 30 Hz flicker (when 2 objects share a sprite). It doesn't help when it's 20 Hz (3 objects, 2 branches and a pipe) or less.

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This really is just a teaser - there is so much more to the game that what he's showing here (even in the bottom screenshot - there's also a corncob pipe which is another power-up). I really hope people can get their hands on the game this year.

This just keeps sounding better and better! And speaking of Disney, I have to say Spiceware and team is like the Pixar of homebrew developers.

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It's a DPC+ game, so 32K.

 

The ARM code comprises 16K.

 

6507 code is less than 4K. Don't know for sure how much 6507 code there is as it's intermingled with data. The data's used to force the code to be aligned in memory so that branches don't cross pages, else the strict timing required in the kernel gets thrown off.

 

And packed is an understatement. The level data is all compressed and a lot of data was overlapped using Thomas' DOOD utility.

 

At last count, only 26 bytes remain.

 

 

I'll definitely blog about the development of SF2, though it'll be a while before that happens.

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Any chance of a bin file at some point (I assume after you sell all the carts you plan to make first) for us Harmony cart owners?

 

This looks fantastic - it has me wanting to take a crack at making something with DPC+ ... Just need to make some time :)

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ALT+P fixes screenshots with 30 Hz flicker (when 2 objects share a sprite). It doesn't help when it's 20 Hz (3 objects, 2 branches and a pipe) or less.

 

Oh, thanks.

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Any chance of a bin file at some point (I assume after you sell all the carts you plan to make first) for us Harmony cart owners?

 

 

I'm sure at some point the ROM will be made available, though there's no ETA for when at this time.

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