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Count's Castle: The Return


atari2600land

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So I have returned to work on Count's Castle. I worked a few hours on the Count's appearance until I was satisfied (enough, it's still off, but I can't fix it) with him.

count8.thumb.png.d8b12b58d90e38403884a99173ea4be3.png

Yes, I know. His cape is off. Well, I tried to center it but it wouldn't let me. So I'm going to have to go with this. Tomorrow I will attempt to make it so when the player presses a number on the keypad, the program checks to see if it's correct or wrong. This means in order to test it out on a real Atari 2600, I have to find my Kids' Controller. I didn't like the black background of the in-game bat screen, so I made it a puke-yellow sort of color. I was playing around with the ROM and it suddenly went to be 350 scanlines on one frame, and then 340 on the next, and then I exited the program in disgust. It never happened after that.

 

One odd thing about this is it doesn't need an overlay since the numbers correspond to the numbers printed on the keys. But you do have to press the bottom left key to start the game.

 

An hour or so was spent trying to figure out how to make the hands not the same x position as the bat since they both use GRP1. As it turned out, I had to re-run the bit of code that I used to position the players the first time.

 

I don't know why I'm working on this. I guess since we all need a sixth game to use the kids controller. But I can't sell it because of the Count. Oh well.

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