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Everything posted by johnnywc
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AtariAge at the 2018 Portland Retro Gaming Expo!
johnnywc replied to Albert's topic in 2018 Portland Retro Gaming Expo
My brother and I will be there, it will be good to see you again Al! -
Chaotic Grill (BurgerTime remake) in progress
johnnywc replied to splendidnut's topic in Atari 2600 Programming
The is looking and playing great - awesome job! -
From the album: BurgerTime WIP PIcs
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From the album: BurgerTime WIP PIcs
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From the album: BurgerTime WIP PIcs
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From the album: BurgerTime WIP PIcs
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From the album: BurgerTime WIP PIcs
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From the album: BurgerTime WIP PIcs
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Chaotic Grill (BurgerTime remake) in progress
johnnywc replied to splendidnut's topic in Atari 2600 Programming
Great work Philip, this is looking and playing really well! That's me! Last March I visiting the Free Play Arcade in Providence, RI, and one of the games I played was BurgerTime. As it turns out, it's one of my girlfriend's favorite games so she asked if I had plans to make a version for the 2600. Inspired, I went home and spent a few hours putting together a POC and shared it with Nathan Strum (who does all the graphics for my games) to see what his thoughts were; he mentioned that Philip was working on a remake (which I was not aware of) so we touched base to 'compare notes'. I'm not sure what the plans are for my version, but the way Philip's is shaping up I may end up putting my efforts towards my many other projects instead. For those of you who are interested, here are a few screenshots of the POC; the big difference is that I decided to use an alternating PF color to allow the ladders/platforms/condiments to be different colors, but I think Philip's method may work better for the moving condiments since mine would have to move in increments of 2: http://atariage.com/forums/gallery/album/2275-burgertime-wip-pics/ -
FYI - There is a post on the NVM FB page that mentions this, and Dan Kitchen commented saying that he plans on finishing the game by starting from scratch and releasing it this year.
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Darn - I didn't realize I was cheating this whole time! BUSTED
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Latest update: - fixed a bug that would cause the game to crash if there were too many objects on the screen - fixed a bug that would cause the cats to move reaaaaaaaally slow on ADVANCED difficulty starting with level 16 - fixed a bug that would not save your default initials on STANDARD mode to Savekey (initials were saved for your score, just not your default ones that are used to populate the initials on your *next* hi score after the game is powered off) - graphics updates to the roof patterns and colors - added the Goro (red cat) animation to the hi score screen after a hi score is entered - shortened the distance Mappy/cats are 'bumped' by doors - minor updates to the difficultly ramping for later levels Any feedback is welcome! Thanks, John mappy_20180606_NTSC.bin mappy_20180606_PAL60.bin
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Hi Steve, Thanks for the feedback. TJ did some analysis and it looks like there is a bug when there are too many objects on a level (I underestimated the max #). I've made a couple changes that will hopefully fix the bug (it works on Stella and real hardware over here up to level 10), but you're a much better player than I . I did *test* on Stella with some cheats on Level 24 with all the prizes, extra cats, coin, bells, etc and it ran fine so I think it's all set. I'll post a build after some more testing. Thanks again! John
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Hi Steve, Hmmm that is strange, I've never seen that before but I honestly haven't played many full games and certainly have not gotten up to the higher levels. Can you recall what was happening when it happened? Since the game is stopping it's most likely a null pointer, possibly caused by too many objects on the screen at once (there is a limit that may be too low). Thanks for the feedback, glad to hear Savekey is working as expected. Again, do you recall what was happening when the game stopped? Is it during a level or before it starts/ after it ends? Good to hear the trap doors are working; did you get any cats to fall thru them? Be careful - Mappy can fall thru them too! Weird it would happen at such an early stage in the game. Is it happening at the beginning of a level? Thanks, that helps. I do all my testing on Harmony with 1.06. Have you tried flashing the game directly onto the Harmony and testing that way as well? Just curious, I don't think it will make a difference. The feedback is very helpful; I'll take a look at the code and see if I can find out where the issue might be occurring. I want you to be able to save your hi scores when you've had such a great game! Thanks! John
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Hi Marco! Thanks! It's pretty amazing what can be done with the new technology, but it still has the 'feel' of a 2600 game and certainly the challenge to 'push to envelope'. I'm glad you're enjoying it! No worries, Mappy wasn't too popular here in the states either, at least not in the Northeast as I never played it 'back in the day'; my first exposure was on the Playstation with Namco Museum. It is quite fun and challenging once you get the hang of it! Yes, the left switch invincibility is for testing only, it won't be in the final build The music is better than I could have hoped for, Mike (ieposta) did a phenomenal job converting the music and sound fx. Thanks for the feedback, the PAL screenshots look pretty good to me! Thanks Marco! Nathan's amazing graphics, the awesome sounds from Mike, the game play testing and recommendations from TJ and the CDF sound driver from Darrell all play an important part in making this game as good as it is Right now we have Nathan putting together a label/manual/box, so I think we're all set, but thanks for the offer! Thanks! John
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Thanks! Great score too! My best score is 89,600, making it up to level 9, you're quite the Mappy expert! How is the difficulty ramping up to level 16? I haven't been able to test the trap door levels much (12 - 14)... any issues? Sounds good! Yes, any feedback is helpful, good luck everyone!
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Hello all, It's been a while, but here is the latest build of Mappy. Lots of changes, the major ones are: - full music and sound fx (thanks Mike! aka ieposta) - Savekey functionality for each of the 3 skill levels. last skill level played and last 3 initials entered as also saved. hold down RESET when powering on the game (real hardware or Harmony) to reset all the savekey info (F2 + Ctrl-R on Stella). Press and hold reset and then press SELECT when viewing a high score table to reset just that one. - fully functional menus: UP/DOWN to cycle through title, starring and high score screens. Left/right to cycle through skill levels. Button can be used to skip most animations (splash screen, start game, bonus round screens, etc.) - game play completed with proper difficult progression, most notably the bonus screen (all 4) - Updated PAL60 colors (thanks TJ for the suggestions) Since it's been almost 4 months, there's many other bug fixes, gameplay tweaks, etc. that have been added. Special thanks to TJ, Mike, Nathan, and Darrel for all their help with suggestions, game testing, etc. I would estimate the game is about 95% done. Space is tight (about 150 bytes free) but we should be able to squeeze in a couple more features. An official boxed release is being planned for PRGE in October, and then will be available in the AA store soon after. Any feedback is appreciated! If anyone gets a chance to test on a PAL tv, feedback on the colors would be helpful as well. Enjoy! John mappy_20180601_NTSC.bin mappy_20180601_PAL60.bin
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Hi TJ, Message is not displayed, and I stepped through the code and it's not detecting the Savekey. Really odd behavior for sure! Thanks, John
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I just installed 5.1.1 for Windows 10 and I'm having an issue with Savekey, but only for my games (Scramble, Super Cobra and Mappy). No matter what I do I can't get Stella to detect that I have a Savekey configured in the right port. I have changed the Controllers for the Right port to be Savekey and restarted the ROM using Ctrl-R, but my games do not detect a Savekey. I've also tried via the command line with -rc savekey but still no luck. I tried with 4.7.3 and all 3 of my games can find the Savekey with that version (as it does on real hardware). What's strange is that I tried Juno First on 5.1.1 and it *does* find the Savekey properly. I'm not sure if it's something in my code, but like I said it does work on real hardware and I had no issues prior to 5.1.1, so I'm not sure if it's Stella or something else. I have uninstalled and re-installed Stella, deleted the entire AppData\Stella directory and re-installed, even installed the 32-bit version but no difference. Is there something in the registry that I may need to clean out? Any one else experiencing the same issue? I've attached the final ROMs for Scramble & Super Cobra Arcade if anyone has a minute to try it in Stella 5.1.1 on Windows with Savekey enbaled; you should see "SAVEKEY FOUND" on start up with the Atari Age splash screen. Remember, you can enable Savekey by going to Options|Controllers and setting the Right controller to Savekey (or Atarivox) and then reloading the ROM using Ctrl-R. Any help is appreciated! Thanks, John scobra_FINAL_NTSC.bin scramble_final_NTSC.bin
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ZeroPage livestream of Mappy 2600 on Twitch! https://www.twitch.t...ropagehomebrew/
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To all: I have provided ZeroPage with a more recent WIP build that has almost all the music and sound fx (awesome work by iesposta (thanks Mike!). If you have the time, tune into his Twitch livestream (link above) to get a preview! NOTE: the latest build contains all music and sound fx plus many bug fixes but unfortunately we are having an issue getting it to run properly on Harmony, so ZP (James) will be running a version from 2 weeks ago. I will post a playable version here once I have resolved the Harmony issue. Thanks! John
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Thanks! Good idea! I've been considering having a contest of some sorts to have the default 5th high score initials be given to one lucky winner. The other 4 will be reserved for the development team.
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Thanks for the suggestions everyone, but the game is going to be called 'Mappy' unless I'm asked to change the name.
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Thanks! We've hit a bit a snag with memory (we're out of it! ) but we're busy working on freeing up space for all of the music. Mike (ieposta) has been making great progress and the music sounds amazing! Now we just need to find a way to squeeze it in the code without giving up some of the bells and whistles (high score screen, etc).
