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Yautja

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Posts posted by Yautja


  1. I'm still working on a final release version of my abbuc 2016 game "Space Fortress Omega".

    attachicon.gifSFO wip1.pngattachicon.gifSFO wip2.pngattachicon.gifSFO wip3.png

    I've re-written some routines and used the extra ram to add more features, but there are still a few things I want to improve; I need to make some cuts to some items to free up some more bytes as I'm really scraping the barrel.

     

    Think I'd like to make the ship's movement a bit slower and more tactile but then you might not be able to make it so far across the screen - I don't want to sanitise it too much!

     

    :)

     

    So, any idea of when will it be released?

     

    Regards,

     

    - Y -


  2. Would you please post a pic of the updated loading screen?

     

    Regards,

     

    - Y -

     

     

    Hello everybody,

     

    I'm releasing updated version of Gunfright (version 1.1). This version features:

    - music improved by Emkay

    - loading screen updated by Jose

    - fix for bandit shooting - now, when player moves before bandit, time for shooting the bandit is longer and matches Spectrum version (fix by Lee)

    - fix for original game bug - when unlimited lives cheat was enabled, game panel was corrupted

     

    For instruction from original Spectrum version see here: http://www.worldofspectrum.org/pub/sinclair/games-info/g/Gunfright.pdf. For tips about game strategy see here: http://www.the-tipshop.co.uk/cgi-bin/info.pl?name=Gunfright


  3.  

    Hotfoot

    interesting because it changes the level data, in a less structured way than Grand Puzzle I.

     

    attachicon.gif10: hotfoot.s

     

    *= $28ff

    BRK ; VBI Vector #2: special jumping animation and level mangling
    LDA $30bd ; jumpman alive?
    CMP #$00
    BNE L2961 ; JMP away if JM is dead or dying
    LDA $30c0 ; This counts how many cycles Jumpman has been jumping (to 17)
    CMP #$02
    BEQ L2914
    JMP L2961
    L2911 JMP $311b
    L2914 LDA L2A13 ; Start jumpy explosion - get current explosion frame
    CMP #$00
    BNE L2911 ; if not 0, exit - explosion is already initialized
    LDA #$ea
    STA $305e ; image data LB for Player 3
    LDA #$29
    STA $3063
    LDA #$08
    STA $3068 ; image data bytes per image for Player 3
    LDA $306b ; Get ready to mess up the girder JM jumped from. Get Horizontal position of player 1 (shadow)
    SEC
    SBC #$04
    L2930 STA $306d ; Horizontal position of player 3 is 4 px left
    LDA $306f ; get Y position of Jumpman
    CLC
    ADC #$0a
    STA $3072 ; Y position of Player 3 $a px lower
    LDA #$01
    STA $3077 ; P3 image 1
    STA L2A12 ; set "do we need to mangle the ground" to 1
    STA $3059 ; P3 activated
    STA L2A13 ; start explosion frame counter
    LDA #$01 ; but it's already #$01, Randy.
    STA $d00b ; P3 double width
    LDA #$1c
    STA $3040
    LDA #$2a
    STA $3041 ; load hotfoot poof sound
    LDA #$08
    JSR $32b0 ; sound driver
    JMP $311b ; exit
    L2961 LDA L2A13 ; explosion already set up. Is explosion happening?
    CMP #$00
    BEQ L2911 ; exit if it's 0
    INC L2A13 ; explosion frame counter goes 1-13
    LDA L2A13
    CMP #$14 ; shown last frame of explosion?
    BEQ L29DF ; if so, clean up
    AND #$03 ; no, still iterating frames of explosion animation
    CMP #$00
    BNE L2911 ; exit every 3 frames to slow it down
    INC $3077 ; increment P3 image
    LDX $3077
    LDA L2A14,X ; table of explosion colors
    STA $02c3
    CPX #$03
    BEQ L298B ; after we've shown the 2nd image...
    JMP $311b
    L298b LDA L2A12 ; load "do we need to mangle the ground" byte
    CMP #$00 ; if it's not 0...
    BNE L2995
    JMP $311b ; exit
    L2995 LDA #$00 ; else...
    STA L2A12 ; set need to mangle to 0
    LDA $306d ; P3 X
    SEC
    SBC #$2b ; Convert PM X to level X
    STA L29DB ; stuff into prepared level def table segment
    LDA $3072 ; P3 Y
    SEC
    SBC #$20 ; Convert PM Y to pixel Y for munging level data
    LSR A ;
    STA L29DC ; stuff into prepared level definition segment.
    LDA #$d7
    STA $3042 ; LB addr: level definition table segment
    LDA #$29
    STA $3043 ; HB addr: level definition table segment
    JSR $331c ; JSR to the level construction subroutine
    JMP $311b
    .byte $02, $00, $00, $00; data for "object" that appears when you jump
    .byte $00, $02, $04, $00
    .byte $00, $00, $02, $02
    .byte $01, $00, $00, $02
    .byte $00, $02, $00, $00
    .byte $02, $04, $02, $00
    .byte $00, $ff
    .byte $fc, $bd, $29, $fd; segment of level definition table for modifying the level
    L29db .byte $00 ; storage for level X data
    L29dc .byte $00, $01, $ff ; storage for level Y data
    L29df LDA #$00 ; *Shown last frame of splosion, clean up
    STA $306d ; Hide P3 offscreen
    STA L2A13 ; set no explosion in progress
    JMP $311b
    .byte $00, $00, $28, $18; P3 image data
    .byte $14, $08, $00, $00
    .byte $99, $08, $24, $1c
    .byte $1c, $7a, $10, $00
    .byte $08, $79, $36, $7c
    .byte $3e, $5c, $34, $22
    .byte $99, $08, $24, $1c
    .byte $1c, $7a, $10, $00
    .byte $00, $00, $28, $18
    .byte $14, $08, $00, $00
    L2a12 .byte $00 ; need to mangle?
    L2a13 .byte $00 ; Explosion frame number or 0 if no explosion in progress
    L2a14 .byte $00, $54, $2a, $1a; Color table for explosion
    .byte $2a, $54, $54, $54
    .byte $01, $8e, $14, $02
    .byte $01, $8b, $1e, $02
    .byte $01, $88, $28, $02
    .byte $01, $85, $32, $02
    .byte $01, $81, $3c, $02
    *= $2dff
    BRK ; VBI Vector #4: check for bullet hits
    LDA $3098
    ORA $309a
    ORA $309b
    ORA $3099
    AND #$01 ; if any missiles hit Jumpman
    BEQ L2E15
    LDA #$01
    STA $30bd ; he falls to his death
    L2e15 JMP $311b

     

     

    So, how to get the corresponding atr files?

     

    - Y -


  4. Fellow atarians,

     

    It's proper to start this season with our host´s most recent work: Space Fortress Omega -that has only been available for ABBUC users. :mad:

    That said, we ~must~ demand our good friend Jason to release the game! ;)

     

    - Y -

    • Like 1

  5. Fellow atarians,


    We've just opened this poll in Atariteca: Vote for what you consider the best port, hack or enhanced/extended game developed this year for Atari 8-bit computers.


    IMPORTANT: This time we are NOT going to take in account "downvotes" against the entries -haters gonna hate...


    So please, feel free to vote for your favorite(s) as many times you want:




    Regards,


    - Y -

    • Like 1

  6. It's rather a terminology issue, so you may ignore my remark about The Monk. But what about other issues - why no tenliners?

     

    From my point of view, it was no fair to make tenliners compete with the other games. Besides that, I did not want to make the list too long.

     

    In any case, I'm pretty sure people can find at least one game to vote for among those more than 20 listed in the poll.

     

    Regards,

     

    - Y -


  7. I think the likes of Bosconian deserve to be eligible - though not an original concept it's a ground up production. I'd call it more a clone than a port. To call something a port a significant amount of the assets should be used, and usually a good amount of borrowing or conversion of program code. But in this case I doubt there was any reverse-engineering of program code and even the graphics are sufficiently different to be able to be called original.

     

    Hi,

     

    Bosconian will be featured in the next poll.

     

    - Y -

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