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Jinroh

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Posts posted by Jinroh


  1. M.U.S.C.L.E. is still the game I'm working on for the A8 when I take a break from other things, but I recently wrote a program to help me convert NES graphics to the A8 so I've done a few other tests. Zelda 2 is probably my favorite, looks quite nice.

     

    They all have plenty of space in the tilesets for a few software sprites as well, so they could be fleshed out further. :)

     

    • Like 5

  2. Well I can get past the bread cat almost every time now but those first 2 ghosts on the next level get me every time, I can't shoot one and turn around fast enough to get the other :/

     

    They get me too sometimes. I find it best to kill the one on the left and then the one on the right.

     

    I'm thinking about making the B&W switch also shoot so Flashback Portable players can have an easier time with a two-button setup.

    • Like 1

  3. For the record: we've fixed this in Stella as well ;)

     

    Awesome! I did see the issue was closed earlier. :D

     

    If anyone is curious what happened on my end.

     

    In DASM I had this constant defined which is what I was loading into the accumulator: Scroll_Ctr_Base = #10

     

    However, as DirtyHairy pointed out, it was assembling LDA Scroll_Ctr_Base as LDA $0A instead of LDA $#0A, because I left out the #. x3


  4. Oh so cool, very interesting. I did not know these things. :3

     

    I really appreciate you pointing this out, and as I suspected this fixed the compatibility with the Flashback Portable. Just a few graphical glitches with their emulation now from what I can tell. The switch parameter for Stella to do the TIADriven is very helpful too. :) I will be sure to check that in the future.

     

     

    You can download the binary with the fix here. Enjoy!

    CARROT_KINGDOM_DEMO_7h-1.bin

    • Like 2

  5. Yeah, it's the same poof that comes from an enemy death. Not sure what that's about. I just assumed it was the poof of you spawning in the graveyard.

     

    Yeah! that's what it is! :D Jinny's 'Teleport Poof'. 'Teleporting' from the Bread Catstle to the Forest.

     

    Thanks for the feedback guys. I'm there with you on the collision. I wanna tighten it even more if I can. :3

     

    Yeah the speed in the graveyard level when you go right when not scrolling is a byproduct of some klugy collision hackery. So that'll be fixed if I can get the better collision working that I started.

     

    In the meantime though I'm gonna work on some of the next levels and the next boss so we can get at least more of the gameplay and such in there. :)


  6. Understandable complaints about the collision.

     

    It sucks cuz it uses the VCS hardware collision. I tweaked it a bit this morning it's better but still not great. I've played with it probably 100 hours to get it this good.

     

    My other option is to make a function like PFPixel to read what tile Jinny is at to see if it's solid or not. I made one but haven't been able to get it working reliably yet.


  7. Wow I really like these updated sprites, if they could be coloured that would be killer. I also really like Kev's playfield mockups they look amazing! Both would really give it much closer feel to the arcade version. :)

     

    Can you guys do Kangaroo next? j/k :P

     

    Yes. The big head does give it that bit of NBA JAM feel. My thought is that it is the one area we CAN get some Popeye-defining detail.

    However, I do like what you have accomplished with the smaller, more proportionate footprint.

     

    I like the frame where Popeye's mouth curls down. Instead of a "smile" for the second frame, what if you remove both mouth pixels.

    Not sure how it will look in real-time animation, but here's a rough mock-up comparison.

    attachicon.gifVCSPopeye.png

     

    Also, if this is any help, this is the sprite from my 5200/A8 Popeye, flattened to one color.

    It has the luxury of an extra step frame, so it's not an exact plug.

    attachicon.gif8Bit_1color.PNG

     

    Here's a version of the more detailed head, but a little smaller. The body is just a quick, rough draft, since I am at work.

    I wanted to see what it might look like, if we could get a display list interrupt in there, but I doubt there are any cycles left in this game. It's really well done for the time!

    attachicon.gifPopeyeVCS.gif


  8. Hopefully this is the last update and I can start working on the subsequent levels.

     

    Update:

    Carrot Kingdom™ Demo .07g -

    *Adjustment to quell Potential Bread Cat battle after ghost kills you.

     

    Thanks for all the feedback I'm glad you're enjoying it as much as I am making it! Chocolat really appreciates it too. ;3

     

    BTW *Tease Tease* you'll find out who is Chocolat later. ;3

     

    bb1aec1c838e279af674f3b3edc8adf5.jpg

    • Like 1

  9. Oh I see that's peculiar. I've died a lot from the ghosts and not encountered that one.

     

    I'll check it out and see if I can replicate. If you find some pattern please let me know.

     

    Glad you're enjoying it so much. ^^

     

    Some weirdness: I made it to level 2 with two lives remaining. The ghosts got me and I restarted at the beginning of level 2. The ghosts got me again, is a recurring theme right now, but the game started me back at the Bread Cat boss fight, only Bread Cat was unable to shoot at me, so he was very easy to take down. Game progressed as normal, and yes, the ghosts got me.

     

    I have not yet had this happen again, but it once is enough for me to point it out.

     

     

    Love, Love, Loving this game!


  10. I agree! My friend thinks anything not brutally difficult is too easy. X3

     

    I made the same argument, that it is level one.

     

    Moving and shooting should help with the ghosts too. ^^

     

    Thank you! That jump is much more manageable now and it doesn't make the game too easy, I mean it's level 1 for mercy's sake! Bread Cat is plenty enough challenge for level 1. And besides, those damned ghosts in level 2 are sufficiently hard enough!


  11. I agree with you on that jump.

     

    I had it shortened, but my friend had complained that the game was too easy so I erred on the side of harder.

     

    Though I agree I can barely make it 1/~15 times so here is a new version that is slightly different.

     

    Carrot Kingdom™Demo .07f

    Updates:

    Shortened jump before Bread Cat.

    Added the ability to walk and shoot thanks to Darryl1970 for pointing this out.

     

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