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Step One! We can have lots of fun...

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I think I'll go through my already-started projects one by one and evaluate the pros and cons of each game as well as looking at the problems I encountered in each one.I'll attach the most-recent binary as well as a screenshot of each one.First, the practically ancient...Running Man.Read about its development in its thread in the homebrew forum.Judging from the date on the latest source I have, I last worked on it January 21st of this year.Here's a screenshot:post-4913-1107836459_thumb.jpgHere's the binary:post-4913-1107855497_thumb.jpgStatus of this project:One level essentially done.Kernel essentially done.Game engine mostly done.Needs additional level data created and entered.Needs additional enemy data created and entered.Needs music/sound effects.Needs scoring and timer mechanics tweaked.Needs collision (specifically, player-to-platform) work.To add all this data, needs to be expanded to an 8K or, more likely, a 12K-16K binary.Reason I stopped working on this:At the time, I didn't know how bankswitching worked nor how to make a bankswitched binary.The collision-to-platform detection is dodgy/buggy and I wasn't sure how to fix it (nor am I today).I have since learned that the 2600 is not so bereft of horizontally scrolling games as I once thought.Pros of this project:If I do say so myself, it looks damn cool. I also had some ideas for more levels that would be wicked awesome. :DDespite the presence of quite a few horizontally scrolling games in the 2600 library, it doesn't have that many true side-scrolling platformers where there is extensive interaction with the scrolling background. Whew. That was a clumsy sentence. Let me put it a different way: There aren't any Super Mario Brothers clones for the 2600.Cons of this project:It kinda seems like a game made by committee to me: Are you racing? Are you trying to dodge/kill enemies? Are you trying to gather items? All of the above? Why? What is the point? It seems a bit muddled to me right now, probably because I had grand ambitions that were gradually scaled down as I learned more and more about the 2600 architecture.I'm not sure what to do about the dodgy platform-to-player collision. Using the collision registers is iffy because of the constant animation of the player (sometimes you can get your legs stuck in a platform; though this doesn't lock the game or anything, it looks terrible and isn't how I want it to behave) but checking the position of the player against where the platforms are is logically a little complicated and in practice might be unworkably slow - taking too many cycles.So, there you are. The more I think about this project the more I like it, but it still has a lot of work left in it and I'm just not sure if its worth the work or if I really want to put the work in regardless.

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Hi there!

 

Well, if you just want to recycle things from that project, I'd say you have almost an engine for Son Son there :)

 

Greetings,

Manuel

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Wait a minute... How did you do the 7-digit score?

:)

 

At the time, I thought it was really cool, but I'm less in love with it now. Basically, it's cheating: I'm using a missile and, IIRC, the ball (to mask out the middle) to create a static zero.

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Wait a minute... How did you do the 7-digit score?

:)

 

At the time, I thought it was really cool, but I'm less in love with it now. Basically, it's cheating: I'm using a missile and, IIRC, the ball (to mask out the middle) to create a static zero.

Nah... That's kind of cool. A lot of games have static zeros. So how did you find the time to turn the ball on then off again? Did you unroll the loop?

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Wait a minute... How did you do the 7-digit score?

;)

 

At the time, I thought it was really cool, but I'm less in love with it now. Basically, it's cheating: I'm using a missile and, IIRC, the ball (to mask out the middle) to create a static zero.

Nah... That's kind of cool. A lot of games have static zeros. So how did you find the time to turn the ball on then off again? Did you unroll the loop?

Ummm...I dunno? :)

It's been a while since I worked on this. Lemme dig it up.

 

EDIT:

   sta WSYNC           ;               begin line 7
  sta HMOVE           ;+3      3

 ;--now players, missiles, and ball are positioned as follows:
 ;   P0:  2
 ;   P1: 10
 ;   M0: 51
 ;   M1: 53
 ;   BL: 53

  ldy #4
  sty Temp+13         ;+5      8      for loop counter	

 ;--mask duplicate missiles with PF

  lda #%11110000
  sta PF2             ;+5     13      PF used to mask duplicate missiles.

  ldx #3              ;+2     15
WaitScreen10biii
  dex
  bne WaitScreen10biii;+14    29

  nop
  nop

  nop
  nop                 ;+8     37

 ;--turn on both missiles at end of this scanline

  lda #2  
  sta ENAM0
  sta ENAM1           ;+8     45

DisplayScoreLoop
  lda (Temp+10),Y
  sta GRP0            ;+8     53      P0 not displayed
  lda (Temp+8),Y
  sta GRP1            ;+8     61      P0 & P1 displayed here
  lda (Temp+6),Y
  sta GRP0            ;+8     69      P0 not displayed
  lda FixedZeroData,Y
  sta ENABL           ;+7     76      end lines 7, 8, 9, 10, 11
  lda (Temp+4),Y
  tax                 ;+7      7

  lda (Temp+2),Y
  sta Temp+12         ;+8     15      save this image data
  lda (Temp),Y
  tay                 ;+7     22
  lda Temp+12         ;+3     25      restore image data

  stx GRP1            ;               so pixel 109 is when second P0 is displayed.
  sta GRP0
  sty GRP1            ;+9     34      everything displayed now!

  ldy Temp+13         ;+3     37      restore loop counter
  dey                 ;+2     39
  sty Temp+13         ;+3     42      save for next time
  bpl DisplayScoreLoop;+2/3   44/45

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