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Master_Programmer

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Everything posted by Master_Programmer

  1. odd....then i wonder....how can i make two virtual sprites use the same sprite, without two different definitions? this zelda game is gonna be complex, so I need to use every last optimization I can think of....for ram, rom, and cpu cycles. i'm planning on TRYING to make this real hardware compatible.
  2. I'm curious...does anyone WANT a 2 player mode for a zelda game? if you had to choose between a weather system, or a 2 player mode, which would be your pic? and lastly, the question i have to ask all of you....why am I not just putting this is a poll-- ....wait....I should be asking MYSELF that..... OnO (EDIT) ugh, I have to get out of the habit of saying "To be honest" with everything.... DX
  3. Okay, I have a demo that is about 60% done....just in case I put that in a confusing way, what I mean was, I can release a demo after another 40%. Bad news though...due to a few small problems, i'm not sure how long the 2 player mode concept will last. I hope I can make it work, but so far, it's not looking like it's going to happen.
  4. Kay...i'll wait to see if they find this topic, and care to post.
  5. One last thing....I;ve noticed, Player2ponterhi and lo don't work. neither to ANY of the virtual sprite pointers. they crash the game, right as it boots up, but they DO compile....
  6. Good news, and Bad news. Good news, is things seem to be working, and i'll be testing collision detection for virtual sprites, tomorrow. Now, for the Bad news. It won't tell me how much memory is free for each bank anymore....so.....yeah. that'll cause troubles....but nothing i can't handle.
  7. it messed it up even more. "DASM V2.20.07, Macro Assembler ©1988-2003 free ram: 9 DPC free RAM= bytes of ROM space left in bank 1 bytes of ROM space left in bank 2 bytes of ROM space left in bank 3 bytes of ROM space left in bank 4 bytes of ROM space left in bank 5 bytes of ROM space left in bank 6 bytes of ROM space left in graphics bank free ram: 9 DPC free RAM= 603 --> repo 1ab2 Compilation completed at 12/12/2011 4:24:02 PM view output file:///C:/Documents and Settings/10guy/My Documents/Zelda Gaiden/bin Post compilation files deleted" (EDIT) Wait!!! no, it worked this time!!! i'm checking to test collision, but it didn't give me the garbled screen of death!!!
  8. Okay, here is all the tools i'm using: Visual bB 565, with the soundlib Batari Basic 1.1 rev B, I DID NOT INSTALL A PREVIOUS VERSION BEFORE THIS ONE. I got Revision(version) B of batari basic 1.1, and never got the first version. is there ANY chance that could mean i'm missing files?
  9. Buddy, the Visual bB version i have, uses that EXACT template, but i keep getting the error about the kernel options.
  10. Here, when i remove the rem, the compiler itself, not just Visual bB, gives me this error: " set kernel_options: Options unknown or invalid " this is the exact line causing the problem: " set kernel_options collision(playfield,player1)"
  11. I can't un-rem the kernel option, or it'll give me an error. and I don't need pfread, or pfscroll....but a pfpixel would make things easier in my project...is that still available? if not, then dungeons will be annoying to make. DX
  12. Ummm...when ever i try to use collision(player2, player5), it gives me an error. is collision for players 2 through 9 working? or does it have something to do with the fact i Remmed out the line "set kernel_options collision(playfield,player1)" P.S: I remmed it out, because VbB 565 was giving me an error, saying that was an invalid option.
  13. okay, I have about 5-7% completed. oh, and those of you, who have any questions about the game, please, please, PLEASE, ask away, even if you think it might be an insignificant question, so long as it hasn't already been asked, please, ask away. I want to make an FAQ section of a future thread, but i can't do that if I don't have any questions to answer. X3
  14. So far, for the Zelda game, I have a list of features for all of you to (hopefully) be excited about. 1 - It will most likely use the DPC+ enhancement....due to a feature I probably won't be able to accomplish with an unexpanded 2600. 2 - there will be 24 pieces of equipment total....8 of them, are swords. 3 - Password system. 4 - A 2 PLAYER MODE. 5 - 2 different over-worlds, all with their own dungeons, and possibly, their own layout. 6 - 16x16 screen over-worlds, 8x8 screen dungeons, and a 16x16 screen final dungeon. 7 - Day/Night system, Night-time causing enemies to be 2-8 times harder than normal....and perhaps, a dungeon or two that only open at day/night. :3 8 - (Fairly) Big bosses. 9 - (Maybe) a player home, a 1x1 screen dungeon, with a bed that will heal you fully when you come in contact with it. 10 - (Maybe) *VERY* simple weather system. although, some features may be added/removed during production. I know it sounds ambitious but I think, with the DPC+, I CAN accomplish this. If anyone wants to, I can go into a bit more detail of the 2-player mode, and what my goals are for it. In honor of Legend of Zelda's 25th anniversary, I really wanna make this game special, and awe-inspiring.
  15. around 6 to 10. around 3-4 were 100% completed. the other were anywhere from 50-70% done, aside from Earthbound 2600, and Metal Max 2 Metal Max 2 was 40%, and Earthbound 2600 was 20%
  16. what gets to me, is the fact that right before the hard-drive failure, I was considering backing up my files on that Virtual Hard-drive. DX
  17. If you have the latest build of bB then use this version of vbB. -Jeff Thanks Dude!
  18. I mean i lost the source code to absolutely every game. not one source-code file was saved.
  19. Sorry i've been gone so long....lots of things happened, I lost my password, etc. Anyways, I have excruciatingly bad news. I NO LONGER HAVE THE SOURCE-CODE TO EVERY 2600 GAME I MADE, AND WAS WORKING ON. I stored them on a virtual hard-disk in a program called Virtual-Box, and my hard-drive started going a clitckity clicky click recently, and I lost the files for good. i will never again be able to update or bugfix any of my old Homebrew games. also, i can't seem to find the 558 Build of Visual bB anymore, so making DPC+ games will be a bit more tricky, as i have to use ol' notepad, which i'm not used to using for making 2600 games. Now, onto the good news. I'm working on a fairly big project.... As you all might now, it's(or was recently) the 25th anniversary of Legends of Zelda. I'm planning on making a full-fledged Zelda game for the 2600 in honor of that. if I can get things working the way I want it to, I will even add 2 player support through an in-game obtainable item. the other good news about that, is i will not be making back-ground music, unless someone wants to pitch in an do that for me. otherwise, i'll just make it a sound effects only game. i'm also working on a secondary project, but the details of that game....i'mma keep to myself until it's far enough in production to have a demo. X3 anyways, see you all later, and I hope to update again soon.
  20. if that's still too hard, do to some unknown glitch i might not have caught, tell me, and i'll give you all a code that skips to the true ending. i don't mean that in a mean way too.....i just modified the game, without testing it....i'm about 92% sure nothing has messed up, but in case i'm wrong, and you really wanna see the ending, just tell me, okay?
  21. There. i dumbed it down. on easy, you only have to dodge 1 SLOW shot, until stage 5. and the boss bullets move slower too. on hard, the game plays like it should, and both bullets show up from the start, the the boss bullets are normal speed. please tell me that's easy enough for all of you. if not, then i have no clue how to make it easier...... .......cheat codes perhaps? On stella, at any time, press "Tab", set ram address $d6 to 5(on easy), or 3(on hard), for max health. on my Xbox's "z26x" 2600 emulator, the code is 300000560005 for easy mode, and hard mode is 300000560003. War For Equestria.bin
  22. oh for pete's sake..... why is it everything i find to be too easy, everyone else finds too hard? i thought the game was overly easy, and was worried that'd be a huge problem. *sigh* (edit) Oh, and anyone who thinks this is REALLY hard, then stay away from metroid. XD That game rules, but it'll kick your butt a lot. XD i know it kicked my butt sooooooooo many times. XD
  23. Okay, screenshots everyone. Title Screen: Choosing P2's color Dead. Dodging shots
  24. Yes, i'm a Brony now. anyways, i made this game in 3 days, and i have to say, it turned out AMAZINGLY well! ------------MANUAL----------- Help! My name is Mic...i'm a human being...i woke up on this strange planet, with these ponies, and no memory of how i got here....and only part of my memory of my life before i wound up here....certain spots of memories are just plain MISSING.....oh well.....anyways, they seem to be worried about something. from what i heard, a....wait....you're joking, right? A BLOCK, an evil BLOCK is trying to destroy the planet? really? who comes up with this crap? meh, anyways, apparently, they say, the only pony i hardly care about, and Myself, are the ones destined to save this world.....well, if i'm gonna live here with no way home, i might as well keep it a safe place........ .......right? ------Bios------ (player 1) Name: Mic Age: 15 Gender: Male Personality: Kind of a jerk, but a nice guy to his (few) friends Background: He woke up on Equestria, a few days ago...with no clue as to why Part of his memories from earth are gone too.... (player 2) Name: You decide Age: You decide Gender: You decide Personality: You decide Background: You guessed it!! You decide. (boss) Name: It's a Block Motivation for evil: It's a Block Powers: It's a Block Race: It's a Block Result: BEST VILLAIN EVER. XD -------Controls----- At the title screen, reset starts the game. Happy now? anyways, after that, during the player 2 color select screen(if player 2 wants to play), player 1 fire starts the game player 2 fire allows player 2 to choose their color player 2's joystick changes the color of player 2. during the game, player 2 can drop in AT ANY TIME, by pressing fire on joystick 2 dropping in during the game, however, will give player 2 a random color. player 2 can drop out at any time, by pressing select. Mic & Normal Pony's(player2's hardmode) controls: left & right - moves you left and right fire - Jumps Pegasus(Player 2's easy mode) directions - Flies in that direction holding Fire While touching player 1 - allows you to carry player 1 around. final stage's controls(beating stage 5 on hardmode) Same as Pegasus, except fire shoots a bullet. ------Stages------ Stage 1 - City Stage 2 - Jungle Stage 3 - Volcanic Factory Stage 4 - Antarctic Stage 5 - Dark Temple Stage 6 - Temple Escape On Player 1 Hardmode: Stage 7 - Final Battle The object of the game is to avoid the 2 missiles, for a certain period of time, after which, the "Boss" will show up the Boss is the giant block behind you. you can't straight attack the boss, so you have to make the missile aim for the boss the tiny dot, is the healing item it restores 1 hit if it touches the boss, the boss heals 1 hit during the final battle, the object of the battle, is to hit the boss a lot. don't take your time though, as you DO have a time limit, but you should probably EASILY be able to defeat it before the time limit is up. Okay, i think that sums up everything.....so....ummm...have fun i guess. i really hope you enjoy the game, and i made SURE to fix ALL the bugs i could find before i released this. ^^ EDIT: Oh, and sorry the badguy is so lame....he has to use one of the missiles, so all he COULD be was a giant block.....so i dub him "The block of evil"
  25. and right there, that tells me i should stop trying to make the game pleasing to me. every time i try to make the game likable to me, everyone else thinks it's off-beat/weird/stupid/crazy/etc. no joke. that's happened with dang-near every game i release.
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