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Everything posted by PacManPlus
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You guys can thank UniWarS for this one... (Galaxian?)
PacManPlus replied to PacManPlus's topic in Atari 7800
Hi guys! Whoa - Synthpopalooza, you've been busy! My plan is to utilize TIA if no pokey, or Pokey if it is there at $4000 (the standard). I have enough room for it, I just *hate* doing sounds. That's sounds really cool ... I actually started to do something similar (but a lot less involved) on the Pac-Man 40th Anniversary - if you look in the binary toward the end, I have a message there and a space for a Serial #... EDIT - it's actually at $1BF80 #2 sounds fine - Thank you!!!!!! *EDIT - BTW, I actually like the *first* boss alien death better than the second. -
Thank you - you are too kind. I appreciate the kind words!
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You guys can thank UniWarS for this one... (Galaxian?)
PacManPlus replied to PacManPlus's topic in Atari 7800
Hey guys! Thank you, you are all too cool Another WIP update. This time I have the 'leaving the flock' animation done. What I have left: - Sounds (looks like it will be Pokey, and will be handled by @Synthpopalooza ) - Tweak the shot frequency, dive frequency, flight path - Code the alternate point values for the Flagship (when diving with escorts) - Somehow implement the level counter (might have to be up top) - Thanks Trebor for reminding me of that. Galaxian.A78 Galaxian.BIN -
You guys can thank UniWarS for this one... (Galaxian?)
PacManPlus replied to PacManPlus's topic in Atari 7800
Thank you so much guys!!! ...on to the next task... @Defender_2600 - you're slipping, man! I thought for sure you'd be here with explosion bitmaps after my mentioning it in my first post! -
You guys can thank UniWarS for this one... (Galaxian?)
PacManPlus replied to PacManPlus's topic in Atari 7800
Thanks Guys! @Synthpopalooza - I'd really like to keep this "one or the other", as my attempts to write an audio driver that uses both Pokey and TIA have not resulted in success (too many cycles). So two things: - I'm guessing nobody minds the change from 24 rotational positions to 16? - Nobody is getting the 'no new level' bug any more? -
You guys can thank UniWarS for this one... (Galaxian?)
PacManPlus replied to PacManPlus's topic in Atari 7800
Thanks guys! I think I found it. Please let me know if this issue still happens (I was finally able to get it to happen, but now I can't) It had to do if you shot one mid-air, but only under certain conditions. (This won't happen in UniWarS - it has to do with my re-working of the source code). Please let me know, and thank you! Galaxian.A78 Galaxian.BIN -
You guys can thank UniWarS for this one... (Galaxian?)
PacManPlus replied to PacManPlus's topic in Atari 7800
Hi Guys!!! and thank you! Here is the next WIP. What I've changed: - Attract mode score table has the colors corrected, flashing 'charger' points with the Flagship show all points alternating. - Changed the 24 position rotation to 16 for all enemy ships, now they will turn correctly (once I implement it) when leaving the flock. - Squeezed out 3 more tiles (the 4th one is empty) to move the Flagship higher in the score table. What I still need to do: - Sounds (looks like it will be Pokey, and will be handled by @Synthpopalooza ) - Tweak the shot frequency, dive frequency, flight path - Code the alternate point values for the Flagship (when diving with escorts) - Animate 'leaving the flock' so the enemy moves up and around instead of just spinning in place Please let me know if the 'no new level' bug is still there; I was able to get to level 9... If it does, please let me know if anything odd happened; what you were playing it on, etc. Thanks guys! Bob Galaxian.A78 Galaxian.BIN -
You guys can thank UniWarS for this one... (Galaxian?)
PacManPlus replied to PacManPlus's topic in Atari 7800
Hi again guys! (BTW I changed the bonus ship value to 7000 points)... I have a feeling that is wave 4 (when the "next pattern" message was supposed to appear - but I took that out)... I'll fix that. Also, I'm in the middle of changing the enemy rotation bitmaps from 24 to 16; I'll post it when it's done before I do anything else so I can get some feedback. Thank you! *EDIT - I was able to get to level 9 without the issue happening I wonder if one of the changes I made recently resolved the issue without me knowing it... When I post the new version we will see. Thanks again -
You guys can thank UniWarS for this one... (Galaxian?)
PacManPlus replied to PacManPlus's topic in Atari 7800
Thanks guys!!!! Yes, I am going to tweak both the shooting and frequency of divebombs. ... I don't know that *lots* of stuff needs adding, I humbly think I'm 75%-80% there... Am I wrong? I actually know about #1, and my OCD is bugging me about it, but I don't have any more tiles (it's using the only tiles that are reserved for the Flagship; the one that's on the screen during gameplay). I'll think of something... Regarding #2, I thought that was only the 5200/8 Bit version that did that... ok, I'll look at it. Thank you. Actually, that would be cool if you could... Thank you! ...Wait... *rumble*? All that being said, I fixed the score table colors and points (they now flash and show the alternating values for the Flagship). Also, I think I have a way around my 'running out of sprites' issue. The arcade has 24 rotation positions for each enemy. I tried reducing that to 16 for the Flagship, and it actually still looks pretty good. If I do that for the other enemies, I'll have exactly the number of sprites that I need. (I still need to keep the player explosion at 4 tiles of 16x16 though). Thanks again, Bob -
Congrats on being nominated Darryl!!!
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Hi Guys. So, after UniWarS was done, I found that if I ripped out waves 1, 2, and 3 (and left 0), and did some graphics manipulation (and some code modifications), we basically have... GALAXIAN What I did to UniWarS to get this: - As stated, ripped out waves 1, 2, and 3 (left wave 0) - Converted graphics from the Arcade version of Galaxian to this. - Changed point values, divebombing rules, number of enemies, formation, etc. - moved the player(s) down 1 zone. What I still need to do: - Animate 'leaving the flock' so the enemy moves up and around instead of just spinning in place - Possibly alter flight paths - Code the alternate point values for the Flagship (when diving with escorts) - Change the sounds - Any bugs that pop up. What I had to compromise on: - I needed every sprite graphic I could use, so the player's explosion is the size of the player (instead of 32x32) * - The colors of the Flagship (there *is* a little blue there, you have to look close) - The enemies only rotate in one direction when initially leaving the flock and settling back in to the flock, as I didn't have enough sprite graphic space to have an entire rotation (Personally, I don't think that this is a big deal, it will be hardly noticed while playing) I did add the additional two Flagships starting at wave 2 (0-based) and they do get faster as the game progresses. This was completely not expected for me to do. It started out as "let me just prepare this for Galaxian in case I decide to work on it in the future". But then I couldn't stop. Not bad for 2 day's work! Hope you guys like this WIP. * If anyone can create a better player explosion using 4 16x16 tiles (keeping in mind the color limitations of 320B mode with transparency) than what is there, I'm open to seeing it. Galaxian.A78 Galaxian.BIN
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You can thank UniWarS for this... (New post / topic coming up...)
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Yep - that's a function of the HSC... I can't help that. It goes into the high score saving mode, realizes that you don't beat any of the scores, and jumps back out. The high score table is displayed during the attract mode. It's the third 'page', after the title screen and the scoring screen.
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Hi Guys: Ok, I've rewritten the player death / switch sections and I think I have it down. I actually like this one better; I like when the enemies are still on screen and moving during the 'game over' message. *BTW, I've decided to not include the level counter. It doesn't do much anyway. You will notice the levels get slightly more difficult each 'pattern'. More frequent shots, divebombing, and faster 'pokers'. RC4 attached; please let me know of any issues. UniWarS.A78 UniWarS.BIN
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Sorry guys. I can't get it ready for tonight. It looks like I'm going to have to rewrite the whole player death / switch player sections. Anything I do just makes it worse. James, the game isn't ready for the twitch show tonight. I'm so sorry...
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Hmmm... Can you tell me anything else about this one? I tried to replicate it three times, and it worked fine each time. In the meantime, I'll work on the other one...
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ugh.... Ok - Let me see what I can get done in the next hour... Thanks guys!
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Hi guys... Sorry - here's RC3 (without the debug displays) UniWarS.A78 UniWarS.BIN
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Ah Crap! Yep, debug info. I'll get rid of that as soon as I can. Sorry!
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Hi guys: Just wanted to come in here quickly and post the latest version, RC2. I got up early this morning to look at these before work. Fixed: - Shot lagging behind player (at least I think this one is fixed; it looks that way) - Flying enemy suddenly shifting over horizontally when it's the last few enemies on level - Last enemy kills player and ship is not lost - Game over on wave 1 (mosquitos), screen does not clear of enemies - When switching players in a two player alternating game, the enemies do not divebomb for player 2. The show is tonight, so if any of you have time (please), go through two players if you can. I will be testing again tonight after work. Thanks, Bob UniWarS.A78 UniWarS.BIN
