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RPS

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vdub_bobby

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NATHAN has probably given up all hope, but never fear! I am actually working on it, though veeeeeeeeerrrrrrrrrrrrryyyyyyyy slowly...:ponder:

 

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Most of what little I've done so far is simple stuff to help me understand the code better.

 

I did, however, get one of Nathan's new hand graphic sets in, and I cleaned up the scanline counts and some of the transitions where the screen would jitter or jump. And I changed the copyright date. :lol:

 

Lot's still to do:

;	To do:
;
;	fix scanline count so it is an even number and consistent all the time:
;		PARTIALLY DONE - scanline count is good on title screen (262) and select screen (262) and transition between them is solid.
;		note: screen rolls if you hold down RESET!!!
;		note: scanline count jumps when you press SELECT - FIXED!
;	get new graphics from Nathan Strum in.	
;		PARTIALLY DONE.  male_ graphics in, need to add code to support two (or more?) sets of hand graphics
;	rewrite music to make smaller (in terms of both ROM and RAM) and add it in
;	modify title screen to reflect 
;		additional contributions, 
;		possible fancy graphic from Nathan (?)
;		DONE - new date
;	Make game options visible from the beginning (?)
;	make default options single-player, medium difficulty (question: Are there different difficulties?)
;	make controls more intuitive?  With more feedback?  Add prompts (e.g., "Hold trigger to begin")
;	more sound effects?
;	allow start of new game with fire button
;	make hand movement more natural not just linear up-down-up-down-etc.
;	add game-over state and logic (currently, game never ends, win or lose)
;	add some kind of "campaign" mode (?), complete with boss (?) (get feedback from Nathan about alternate boss hands, 
;		like robot, monster, or just bigger.  Add code to unlock that is shown if you beat the game.)
;	AtariVox/SaveKey support?

 

rps.bin

rps_source.zip

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Uhm... what did you do to Bob, Billy? :D

The game had been in development limbo for years. Meanwhile, I'd done several revisions of label and manual artwork for it, and had kind of grown attached to the concept (rock/paper/scissors presented in a ridiculously overblown style). Billy had lost interest in finishing it, and said it was okay if I found someone else to work on it. So I asked Bob, since he'd already done a nifty rendition of some music for it, and he was willing to take it on. The rest, as they say, will eventually be history. :D

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Is a PAL version planned?

Sure. Well, it isn't "planned" as such right now, but I'm sure I'll do it when the time comes. :D

 

EDIT: And thanks, Nathan, for filling in the details. :D

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Uhm... what did you do to Bob, Billy? :D
The game had been in development limbo for years. Meanwhile, I'd done several revisions of label and manual artwork for it, and had kind of grown attached to the concept (rock/paper/scissors presented in a ridiculously overblown style). Billy had lost interest in finishing it, and said it was okay if I found someone else to work on it. So I asked Bob, since he'd already done a nifty rendition of some music for it, and he was willing to take it on. The rest, as they say, will eventually be history. :D
Bob, my perennial 2600 collaborator has invited me to join the project; how could I say no, after all the help he has given me in the past. It is my pleasure to help finish up this game. - David

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