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Everything posted by ScumSoft
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Seems to work just fine here on my Harmony cart. There is though a screen bouncing issue where you constantly walk into a closed castle gate and the screen shakes up and down. Not sure if this was intentional.
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I'll post the meaningful parts, but essentially what's being done is the data-fetchers are manually altering the bank 6 graphic data. So what is happening is the pointers are pointed to where frosty resides in Bank6 ram, and then updated as needed, then rewritten from a non-altered frosty when he needs to be shown again. This can be done if we could access bank6 in ASM from bB, though I haven't tried doing such a thing yet.
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Well you see! This is what I am talking about, report everything that is acting "defracy-cracky" and we'll look into fixes for it
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The demo manually masks the sprite data based on sprite location, so I don't think bB can do this right now without loading prefab'd masked sprites. I would also love to dynamically alter sprite data such as X = player sprite data index: player0[X] = $FF But I don't think anything like this is implemented right now.
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It's nice to wait for a finished dev kit. But having more people use the DPC+ beta right now helps discover and fix unknown bugs faster, they aren't all going to be discovered by batari, he NEEDS people to help find them and what better way to discover bugs than to design a game that pushes the DPC+ features. So I say jump in, get a little dirty and start DPC+ developing like the rest of us If you want some DPC+ code examples I am sure we can all provide a few.
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This is a good suggestion, RallyX was a very addicting game. Posting 1 Posting 2 Seems batari did a demo a while back HERE.
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The playfield bounce is caused by building with an older DPCplus.arm file. I can't find the post where batari attached it so I'll just upload my dev folder that I'm using right now. [edit] Latest version found here
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Naming it Adventure III would be a bold move, as your game would then sequel Adventure 2600 classic. I'm not opposed to people using good names, but now there are some high expectations you need to live up to Demo is great so far, perhaps once the game is finished and polished up it will be worthy of that title. But for now, Epic Adventure is a good name.
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I don't have a PAL console to do real hardware testing on, so I am in the dark here. Stella uses it's own DPC+ handlers which is why things seem to run almost perfect on it. The real DPC+ seems to reuse all the pointers for different aspects and overwrites them causing screen corruption. I'm looking into this issue today, so I'll see what I can find. Thanks for testing. I hope to have some major changes completed in the next release test.
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Do any of the original atari programmers surface here and do new stuff? or have they almost all faded into the woodwork? I can understand them wanting to be anonymous so not to over-inflate the "ZOMG YOUR (insert name here), I love you!" posts. I think it would be REALLY neat to see what they can do with the modern toolkits. I grew up with classic consoles and love them, but I've never grown knowledgeable of the names in the industry. So forgive my ignorance when you toss out big names I don't recognize. I'll recognize the games, just not those responsible for them But I am a quick learner and am loving learning about the neat gaming history we have. I've watched the David Crane GDC speech and he seems a likable fellow. I've also seen a preview for "Once upon atari", so I have a face now for HSW. Aside from those two I know little to no one else responsible for the games I grew up playing. But don't feel bad for my ignorance, I will watch popular movies and have no idea who the actors are by name (I am learning them though) so this isn't isolated to just gaming history knowledge. With that, I don't have a personal favorite as I am just now getting introduced to them. But I will choose David Crane for now, since I like Pitfall and it was a part of my childhood favorites.
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I completely understand the negativity towards batari Basic, it allows people to quickly toss together simple blocky levels and say "Hey look! I've made a game!" This sadly gives batari Basic a bad rap, since if the same programmer had to do things from the ground up in assembly the quality should be improve due to the effort involved. This of course assuming the programmer has self respect and puts forth an effort to make a decent game. bB with the DPC+ kernel is a good thing! It allows people to quickly(subjective) prototype a game, and if they put forth some effort into customizing the kernel a bit, they can get some amazing games done with it. EggVenture is my "Hello World" into bB's DPC+ kernel, and represents a slightly different approach to puzzle/action/adventure gameplay. But in truth, there isn't really anything specially amazing about it right now. The levels are blocky albeit being multicolored, the focus is more on the sprites and puzzle elements, and it doesn't showcase any neat sounds or music. What it DOES however have going for it is a dedicated programmer willing to see it through to the end, and improve it along the way Language doesn't matter, only the dedication of those who will use it.
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What a great port this turned out to be. It's in many ways better than the dos version I played in my early days.
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Hey Scumsoft, Thanks for trying it out! Which object were you having problems with? The ring acts as a magnet so there shouldn't be any inaccessible locations (unless you're at the very top or bottom of the map - I haven't fixed that yet...). If it's the ring itself, hold down the button to "attract" it to you. When you have the amulet, an enemy will still kill you if it happens to run into you, which was probably the case when the Cave Troll got you. You're invisible, not immortal! Todd BTW - great job on EggVenture! Very unique and fun. Thanks, still working on EggVenture. Release testing has shown a few things that need redone in the game, so it's still not quite finished yet I should have taken a screenshot of what happened, I was up one screen from the starting castle holding the amulet, the amulet was at the bottom of the screen so it wasn't shown, then the Cave Troll appeared and killed me. After respawning the amulet was in the top left of the castle screen. I'm not sure if this is a required item or if it shows up again somewhere. But this is the gist of the bug, if it's really even that. [Edit] I would also like to credit PAC-MAN-RED for his shown efforts here. Many of us can't do great sprite art like his and really appreciate the fact that he has released so many quality sprites for everyone to freely use. All he asked in return is that he gets credited for his work, which most of us will gladly do. EggVenture uses his Spider and Bat sprites, I did the rest and it shows. His look far more animated and detailed than mine do. PAC-MAN-RED's sprites are very pleasant to look at, so well done scripting them into your game!
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I'm not really sure if this is a bug or a coding error on my part, but if I try and evaluate score such as: score = 111111 :rem Value is example only, any value works if score = 0 then goto Game_Over :rem this always evaluates true It always evaluates true regardless of the scores value, is there a special way to go about checking this?
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Also I think it doesn't like double underscores in labels
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Ok, I seem to have figured it out. COPY2RAM #<source,destination,amount,mode ;Have to pass low pointer of source data MAC COPY2RAM .source SET {1} .destination SET {2} .amount SET {3} .mode SET {4} LDA #<.destination STA DF0LOW LDA #(>.destination) & $0F STA DF0HI lda #<.source sta PARAMETER ;byte pointer increments on write lda #((>.source) & $0f) | (((>(.source)) / 2) & $70) sta PARAMETER lda #0 ;Using DataFetcher #0 sta PARAMETER lda #.amount ;256 bytes copy max sta PARAMETER lda .mode sta CALLFUNCTION ENDM
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Pretty nice! There are some screen wrapping issues where carrying an object to the side of the screen and then dying, causes the object to be placed on the next screen over sometimes in an inaccessible location. The Cave Troll also saw me while invisible, as I was carrying the amulet and thus ran into the afore mentioned issue. I <3 adventure games!
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The physics would be the easy part, matching the graphics to falling objects would be a tricky part but not impossible.
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So all in all the only problem I see left is the Harmony pointer issues then. I believe I've tracked it down to me not reloading the player data on every frame, as this would require almost a major rewrite on each of my subroutines. There is lot's of bankswitching going on to load the right GFX. I hope there is another way to fix this, as it shouldn't forget which data has been loaded like it does. It makes me laugh though I wonder if I should leave the score on the screen instead of rebooting and just fade to black instead. Since the game is puzzle linear there isn't much variation on the scoring I'm finding out. I think I may adjust the scoring so it's much more dependent on how much time it took to retrieve the eggs, instead of fixed points for actions taken. If you find the easter egg sequence then you can get a score bonus or 25k on easy and 50k on hard. Right now there isn't a way to max out the score, which I think is a goal of most games on the 2600. OK, I've decided to rework the score system then and since I've managed to free up more space, I might be able to add some other stuff to the game. Thanks for helping me test. [edit] It may be smart to constantly readjust the DFxFRACINC sizes when changing the length of pfcolor or bkcolor statements. I think this always pads it out to the playfield length. pfcolors: $00 end This takes 35 bytes when DF(0-3)FRACINC is set to 32 instead of a single byte. But adjusting DF(0-3)FRACINC to = 1 takes up only a byte.
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I wasn't aware of that table, using it fixes the tiger strip color. Thanks!
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EggVenture - 3333 O_o
