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bfg.gamepassion

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Everything posted by bfg.gamepassion

  1. That's a problem ... how to fix a bug, it seems i can't reproduce ...
  2. Seems it's a problem with 60hz system ... I'll retry again tomorrow on real hardware with the bonus sound remark, ... All my apologies for this bug in any case.
  3. Hi, i'm the guy who has coded Lock'n Chase. I'm surprised by your bug report ... After reading your post, i've tryed to reproduce this bug (that i've never seen/heard), on Blue MSX 50hz, Blue MSX 60Hz and the real hardware on 50Hz (I'm french, so i've really no other choice ... nobody's perfect ) and i wasn't able to reproduce this ... I've play the game during beta-test phase long hours, and never see this one ... (and the others where corrected ) Is this happening all the time ?
  4. Hi, excuse me for my bad english. I'm a French coder, and for the 50th number of Revival Magazine (Homebrew Magazine), a PCEngine Game will be available. If you want information about the game check this url : http://bfg-gamepassion.blogspot.fr/2012/11/revival-chase.html . or this one : http://bfg-le-site.fr/edite_rc.html (Everything in French sorry) The game will be professionnaly pressed, and bundled with Revival n°50. Note that it exists and English version of this Magazine. Thank you for your attention
  5. I was thinking about doing this game for Coleco ... But due to lack of time ... i've abandoned the idea ... May be in 2013 ...
  6. File attachment below. Run under Windows. AWE.zip
  7. Hello, don't know if this tools will help someone, but, it costs nothing sharing it. This tools is a little attack wave editor, for coding shoot'em up. An attack wave is a movement pattern for ennemy. In the zip file you'll find a fullscreen version, a windowed version, the documentation in french, and the crapy source code. Why i have coded this ? During Ozma Wars coding, a difficult thing was to do the ennemy movement from the Arcade version to the Coleco version. Every movement was made by hand : During 3 times do x=x-1 et y=y+1 During 5 times do y=y+1 Go first step With this tools you can generate this movement visually with mouse and keyboard. Command : F1 - Save attack wave (QuickSave) F2 - Load attack wave (QuickLoad) N - Erase and make (N)ew attack wave T - (T)est l'attack wave --> Start at the mouse pointer Cursor Right and Left - Move in the attack wave principal point Suppr - Erase a principal point in the attack wave R - ®etrace attack wave P - See (P)rincipal point of the attack wave D - (D)ivide principal point of attack wave by 2 (simplify the attack wave) C - ©hange mode : modify precisely by keyboard principal point of attack wave Cursor Up / Down / Left / Right - Move a principal point Echap/Esc - Quit application and generate attack wave source code in stdout.txt in the main program directory. stdout.txt ------------------ Contain 2 définitions of attack wave : 1) const char awc[] --> relative movement Ex : 2,0,1, --> 2 times x = x + (+0) et y = y + (+1) 1,-1,-1, --> 1 times x = x + (-1) et y = y + (-1) 2) const char aw_pivot[] --> Absolute position of principal point For Bresenham type algorythm.
  8. Yes, something like that. For the moment sprites and bomb came from ZX Spectrum version, for testing purpose.
  9. I won't work on this game again before 2013. I must first finish a secret project on another console before December. Then i will work on finishing HeliFire with i hope a cool cooperation mode and in parallel i'll work on Bomb Jack. This game will have graphics change, the hero is composed of 3 sprites, i want him to have only 2. And i must work on the bomb to avoid at maximum the back color appear. (Don't know if you understand my English on this explication ). For the moment, i've just focused on player physic and collision detection. I think i've succeded on this part, and it plays very well.
  10. Just upping this thread to say that Lock'n chase is done. Just need beta testing on real ColecoVision. http://www.youtube.com/watch?v=JPmvQNY7t3w
  11. Lock'n Chase RC2.7 send to CollectorVision

  12. Hi, can someone explain me how the Colecovision sound data work. Especially the "VOLUME SWEPT NOTE". In attached file there is the structure of this music note. Byte 1 : Ok, we choose the channel and tell the bios we will play a "VOLUME SWEPT NOTE" Byte 2 : Ok, first part of the frequency Byte 3 : Ok, Base volume and last 2 bits of the frequency Byte 4 : Length of note : Ok, number of ticks this note will play Byte 5 : Step size + Number of Step Seems ok for me, but Byte 6 : Step length + first step length Is my theory exact : Byte 3 : Start volume = 0xF (silent) Byte 4 : The note will play for 15 ticks Byte 5 : Step size = 2 Number of step = 4 So, the volume will do : 0xF(first volume)-->0xD-->0xB-->0x9-->0x7 (4 step after first volume) Byte 6 : Step length = 3 first step length = 3 So with the byte 6 we will have : Ticks 1 : 0xF Ticks 2 : 0xF Ticks 3 : 0xF Ticks 4 : 0xD Ticks 5 : 0xD Ticks 6 : 0xD Ticks 7 : 0xB Ticks 8 : 0xB Ticks 9 : 0xB Ticks 10 : 0x9 Ticks 11 : 0x9 Ticks 12 : 0x9 Ticks 13 : 0x7 Ticks 14 : 0x7 Ticks 15 : 0x7 Is my theory exact ?
  13. HeliFire should have this kind of game mode, if i found time to finish this game ...
  14. I guess here, he used preshifted tiles. It is why ,i think , the graphics variety is poor, it is the price to pay using this method. Indeed. The rom contains around 6900 different tiles (uses about 13kB of the 32kB rom). Every other frame 108 tiles are moved from rom to vram and then the bgmap is updated. the other frame is used for the game play and physics engine. On a 60Hz coleco, every 6th frame is used to update status bar and other lower frequency tasks like checking if the car drives backwards. On a 50Hz coleco, this is spread out over every frame. This gives a frame rate of 25fps on both. The background in the game is built up of blocks of 8x8 characters and the map itself contains 16x16 of these blocks. The most complicated parts of the game is actually not the scrolling. Making a real physics engine for four cars that can execute at around 20% of the cpu was the hardest part and took a couple of months by itself. Another surprisingly challenging part was to support two steering wheels, partly because they share a single interrupt. If people are interested I can try to make a more detailed description of how the game works. Its by far the toughest game/demo we've made. It took several thousand hours to make (if you include tools and components we brought in from earlier productions). Some I think could be pretty interesting for other developers. I'm really insterested on scrolling technique explanation ! (Even not smooth). How to make large map scrolling on Coleco in 32Ko ...
  15. http://bfg-gamepassion.blogspot.fr/2012/03/santa-save-christmas-le-code-source.html The source code of my little Christmas game ...
  16. i've just forgot to release the source code last Christmas :) Now, it's done
  17. Hi all ! Here is my source code of Santa Must Save Christmas. Hope that will help new Coleco Developper in coding games ! Save Christmas.zip Have fun !
  18. Retroillucid has mentioned that BB is one of his FAVORITE games of all time and he REALLY wants to make a ColecoVision version, but it probably won't happen anytime in the forseable future. BTW, has anyone heard from Retroillucid? He hasn't been on here since the 16th, which is not like him. Hope all is well and that maybe he is away on a vacation getting some R&R as well as quality family time. No news for retro ... I've asked some information for what he want for an upcoming game ... No response ...
  19. Hi, i've look at your note on the web site. If you want to avoid game crash when you add more tiles or sprite, add "const" before the data declaration in C. Instead of doing byte namerle[] = {10,..}; use const byte namerle[] = ... and in the main program extern const byte namerel[]; If you don't put the const, the data are included in RAM instead of the 32 ko rom, and if you go more than 1ko of ram, it crash. And if you do that with the const, the game will compile at light speed ;)
  20. Finally not, still upgrading gfx :) :)

  21. Finally not, still upgrading gfx :) :)

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