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LS_Dracon

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Everything posted by LS_Dracon

  1. Exist, there is one for sold in "mercado livre" (braz ebay). Edit : Nope, its US cart I think.... (sealed) and a quite expensive. The cheap one is a pirate Edit : But I remember, the polyvox exist, in label is write Dodge'Em (Desvie-se) Polyvox translate the title in parenthesis. Maybe Tom Brasil had one of these, pm him
  2. Yes!!! True, that's the problem! Tnx for your help, I'll fix it in my source. And about screen jumping... I don't know, I'm using correct values for PAL (I think): Vblank = TIM64T #52 (45 lines) Sanlines = 228 lines Overscan = TIM64T #42 (36 lines) The screen is solid, except for repositioning lines, But I send time enought for it... All the screen jump? Or only after HMOVE (part 2 in image). People, I found the bug in AI. I send inverse values for up and down, so instead going up the bee try to go down. But I'll recode AI code anyway, this isn't unique bug.
  3. Muito legal essa sua coleção de polyvox Sr. Ferraz! Eu não sou colecionador, mas pra mim os únicos cartuchos brasileiros que valem a pena são os da polyvox, por serem autorizados e terem o silver label. Voce comprou eles em uma feira aí no Rio? Parabéns pela coleção. Very cool your polyvox collection Sr. Ferraz! I'm not a collector, but for me only polyvox cart worth in Brazil, becouse it's authorized by Atari and have the silver label. You buy them in a flea marked at Rio? Congratulations for your collection.
  4. First, a look in "standard" repositioning code : ;----------------------- lda P0_XPos;Load desired position ldx #0 ; Clean X jsr SetXPos ;Jump to repositioning code ;------------------------- ... sta WSYNC sta HMOVE ... ;------------------------------------------ SetXPos;SUBROUTINE ;------------------------------------------ sec sta WSYNC WaitObject: sbc #$0f; 2 bcs WaitObject; 2³ waste cicles eor #$07; 2 adjust nibble asl; 2 shift bites for correct HMXX value asl; 2 asl; 2 asl; 2 sta HMP0,x; 4 store in HMXX (fine adjust) sta.wx RESP0,x ; 5 Then Reset Position rts; Return to code ;----------------------------------------------- This code you set position for P0. For others objects you need create another loop and RESXX again. I made some motiffications, and here's the code : ;----------------------- lda P0_XPos;Load desired position jsr SetXPos ;Jump to repositioning code sta RESP0;But repositioning when return sta HMP0 ;The loop can be used for all objects ;------------------------- ... ;------------------------------------------ SetXPos ;------------------------------------------ sec sta WSYNC WaitObject: sbc #$0f bcs WaitObject eor #$07 asl asl asl asl rts ;Return without sta RESXX ;----------------------------------------------- Note, this code you don't need ldx #0. So all players can use only 1 loop code for repositioning : ;----------------------- lda P0_XPos;Repositioning P0 jsr SetXPos sta RESP0 sta HMP0 ;----------------------- lda P1_XPos;Repositioning P1 jsr SetXPos sta RESP1 sta HMP1 ;------------------------- lda M0_XPos;Repositioning Missile0 jsr SetXPos sta RESM0 sta HMM0 ;------------------------- lda M1_XPos;Repositioning Missile1 jsr SetXPos sta RESM1 sta HMM1 ;------------------------- lda BL_XPos;Repositioning Ball jsr SetXPos sta RESBL sta HMBL ;-------------------------- sta WSYNC sta HMOVE ... ;------------------------------------------ SetXPos ;SUBROUTINE ;------------------------------------------ sec sta WSYNC WaitObject: sbc #$0f bcs WaitObject eor #$07 asl asl asl asl rts;Return That is. Tested and work in emulators and real hardware. The standard code I copy from one demo posted here by Thomas Jenzsch. Probably have similar codes, but I never saw, so I decide share this code.
  5. Ignore artificial inteligence for now. Btw tnx for testing. My doubt is about run or not, since all is running ok, I have less things to worry about. I'll post my respositioning code in programming section, I think it's can be usefull for others programmers. Probabilly the new AI code will be more easy to do, and with better result. This new movement code I try to do since the fist version!!!
  6. Tnx. You will notice the speed is close to ntsc (a bit faster). And I wrote new repositioning code, I need know if bees has a "fluid" movement.
  7. rheffera, and the ball is white? Becouse in firsts PAL demos, the ball looks black or greey... These "bugs" is AI problems, all these and others I'm try to fix, but now I'm working in other things. And about new objects in screen, it's impossible now. For sure Maybe I can use them. Tnx Albert. I'm try to do my best. Nathan, these ideas can be usefull, becouse I don't need create new codes, just change an existed ones. Ok, the Serving ball (old volleyball rules) is possible. The bouncing ball I think is strange for this game... Do you remember the previous demos? Momentum - This I already think, and can be possible. Two hit limit - Nope, think on AI I think in change the player speed... Slow = hard Tnx for suggestions. thegoldenband, I can easily limit the number of hits, or increase ball gravity (turns more hard to handle it), maybe I'll add this. The problem, is a 4kb of rom space, I already use 99%... r_type2600, I'll try others combinations. And finally, the new version! The movement code was update, now you can desaccelerate! This code increase the game play, I give new values for speed (this game is more faster, and better controlable). And bad news, this new mov. code completly mess AI code! I need rewrote entire AI! The single play mode is unplayable now. Also, update the PAL version to current ntsc version (and minor adjust in PAL speed).
  8. Cybergoth, it was impressive! Tnx SpiceWare, I'll try use this. Nathan, the title screen part is a good idea! Look the midis I've found, classic and "jazz" version. And Mord, I'll check this. I figure is a jmp error. Tnx for advice. BumbleBee.zip
  9. rheffera, test this version, becouse I wrote new codes, not only update the olds. Mord, maybe i'll add this feature. People, new version. -Sound FX added. -Bugs fixes -Codes optimized. New sounds in Stroke, headbutt, score point, and "bee buzz" if bee move too fast. Lack sound in title screen and in bee judge. The PAL version has only bug fixes and optimizations. Enjoy
  10. Thank you very mutch Alex! You help me alot The colors looks better than emulators. I'll keep this. The ball is strage, becouse its has same net color value, and net looks white... Btw I send a wrong screen information, maybe is the reason. I've fixed the PAL screen information, sending correct values to "vblank and overscan", these change the screen format in vcs. Here's the new version (Added basic sounds too, but nevermind this for now )
  11. It's my first game, and is a "simple" game too, 4kb is a kind of challenge. Ok Alex. This is a common 4kb format, will work fine like others common 4kb games. Here the first PAL version, is a quick update, I'll work better in this format later. Changed screen size to PAL format and colors too. The speed are the same to ntsc, so this game run a bit slow, I'll change it later. And I hope the black ball bug has been fixed. Can you test and take a snapshot please? I want see if I choose correct pal colors, in emulators (z26 and stella) are diferent. Tnx.
  12. Cool. I figure some bugs pressing button. About screen jump I'll try to find this bug.... This is possible, I'll add this. I wondering, but isn't doable now. I have 150 free bytes!!!! This means 3 seconds of music! hehehe and no more space for sound fx For sure, there are talentous musicians here, I like so much a VCS game with bg music, this looks surreal Sadly, artificial inteligence took much rom space. Thank you very mutch Nathan. Tnx Alex_79. Yes, I have plans for a PAL version, and I'll need help for this, can you be a PAL-betatester? This game run in supercharger by luck hehehe. I'm coding this game thinking in PAL version too. And thanks to advice this bug, I'll try fix it.
  13. Tnx Nathan, in hand draw you're a great artist, my labels for elevator amiss contest are too bad close to your. Yes, have a bit of art in this game. In the game screen, the blue at sky contrast with bee yellow, and the top green contrast with redish at bottom. The screen looks equal and not over satured. This trick I learn studing painting methods, but I'm not a professional artist. Nathan, can you help me? Do you have a flash cart? Please, can you test this game in real hardware?
  14. rheffera, see this video, BeeBall Video Maybe this help you to play better. My weak point is sound programming Tnx MagMax I made a quick update, fixing the screen freeze. In machover, the screen pause for few seconds, and return to title screen.
  15. Tnx SpiceWare, I see programmers here use own game as avatar, so I draw it for me. Tnx rheffera New Version! Option Menu added. Choose between Single or Multiplayer, press up or down to select and controller button to start. Single you play against cpu. Multiplayer for play against player two. The screen freeze in matchover, The bug in score I'll fix soon. My first game is near to be done.
  16. I was working in a title screen today. The result will disappointing people here. I have half of 1kb to finish the game! A full graphics title screen isn't possible. - Added Title Screen, press controller button to start - Added reset switch support - Small changes in AI and head butt etc... The image is a mockup, options will be added soon. Enjoy
  17. New version, Head Butt added! Thanks to BlackJack for suggestion, and I realy need say thank you becouse this turn into a cool move! Head butt not avoid only ball missing, this can be usefull for surprise attack too. Is funny defend a spike with this. To a quick look, wait ball hit the raquet, then press back and stop. 1 - Only works if ball is going to back, so not mess the gameplay. 2 - Only works when ball hit the bee's head, ya rly, the ball change horizontal direction, and vertical speed have a fixed value (never change) 3 - You can use this for blocking, if ball is in our side (becouse the button turn to stroke) 4 - Now the opponent is a bit hard... Also, fixed the corner bug, some changes in AI, and small graphic changes in background. (I not sent the head butt information for AI yet).
  18. If I'm not wrong... When a object cross one edge (yellow arrow in atached snap), this object start to be draw in opposite edge (red arrow). To avoid this, the ball is removed before cross the edge. A problem happen in down corner (blue arrow), this is ball-in, but my code say ball-out. I'll take care about this. I'll try add "head butt" support.
  19. Hi friends at Atariage. In a rainy Sunday, I brought to you a new version. -Finished AI code. It's the best I can do in this 4k game. -Re-added bee judge animation -Fixed many bugs Ok, AI done, next step is a title screen. Enjoy PS. I need help, if somebody can test this game in real hardware, i'll be glad, mainly the stroke movement.... Becouse happens some bugs in old 2600 emulators, but work fine in z26 and new stella.
  20. Is just for test. When a player score 10 points the game is over, this will be add in future versions. Tnx for the nice words. Yes, the problem is space in bytes for it... Finishing AI code the title screen will be a priority, if possible. And welcome to AA Community Johnny_Boy. Take a beer. One good possibility, I'll think on this.
  21. I improve the stroke movement, now you can do this far from net. There's a trick, the vertical movement of ball don't change, so if you want throw in middle of you side, push up, and ball will go to up, and press button. If you are close to net, trow ball to up, but hit when it's falling. Block also was improved too. A funny thing happen yesterday, when I test AI, the opponent bee start to score some points, I try to play serious but at first time, I lost one match to my own game.... I made one video, hosted on google video, if you want to see how I play it, or how to do the new moves. I not made a good play, becouse the screen recorder make emulation a bit slow, and I play in small screen. BeeBall Video
  22. Tnx BlackJack for feedback. I can increase the speed, the problem is time to decelerate, are equal... I try made a code to stop more quick, but I gain no succes... I'll try again in other day. This will be hard to do... I don't have much rom space for this. I'll improve the block movement, don't worry about that, I agree, at this point the block are useless. Raquet had 8 pixels, it´s short... I figure about 12 pixels wide shoud be good, but 8 pixels is the maximun I can in VCS for this object. I'll reduce the net, about 4 lines. The retaining wall aren't possible for now. You're welcome. I really need feedbacks and beta testers, becouse this game is done by atarian for atarians. If you found bugs (except bee ones hehehe... ok no fun) please let me know.
  23. Tnx Albert. I hope you enjoy. Tnx Nognir. I can change the speed, if you want. You think this speed is too slow? I want add levels, increasing ball speed (gravity) at every new match. But not for now.
  24. Hi people. New version released, BeeBall 4.0: Player vs CPU Finally a working AI. Not much challenging, the opponent just have basic movements. I will keep working on AI before start sound fx. You see new background graphics, and some things was changed/removed. Artificial Inteligence are priority now. Enjoy.
  25. Yes, good image Thomas. I made my own, I don't work much on shading. sphinx.bin
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