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TwentySixHundred

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About TwentySixHundred

  • Rank
    Dragonstomper
  • Birthday 11/28/1983

Profile Information

  • Custom Status
    1.19 MHz
  • Gender
    Male
  • Location
    Adelaide, Australia
  • Interests
    Lua, BASIC
  • Currently Playing
    Atari 2600

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  1. Did my lumber back in at work yesterday, what a fun experience it is getting out of bed...๐Ÿ˜ฃ On the plus side i might get some time to throw into some of the WIP projects i have.

  2. I got around to firing up the latest build of One on One and wow this is impressive. Well done what and awesome game ๐Ÿ‘
  3. Some valuable feedback that's for sure and thanks to everyone so far.
  4. Thanks for checking it out ๐Ÿ‘ One of my favorites too, it's been on my bucket list for a long time to bring this game to the 2600. Thanks for checking it out ๐Ÿ‘ Thanks mate ๐Ÿ‘ Thanks for reviewing this project on ZPH James and the kind words. Was a great stream ๐Ÿ‘ Yeah written in BASIC so what advantages DPC+ gives there is still many additional restrictions over assembler. Thanks for the kind words and checking it out ๐Ÿ‘
  5. Very impressive and well made game, lots of fun ๐Ÿ‘
  6. Very fun game and the fireworks were a nice touch making the player feel a sense of accomplishment.
  7. Im going to drop this here for some PR as im not too sure if im getting a little too ambitious... I been slowly tinkering with this for a week or so now and have a fairly decent idea of where i want to head with the project. However i want it to be fun rather then all flashy graphics and wow factor. The inspiration has came from one my favorite DOS games Street Rod. Obviously with all demakes on the 2600 i have to scale it down and a game of this caliber im thinking to concentrate on the drag racing aspect rather then road - aqueduct racing. I haven't worked on a titlescreen or gameover screens ect although with the size of this game they probably wont be flashy screens like Bass Fishing Tournament. So where it's at now there is bugs, clunky and no real gameplay along with many features that could be subject to change. There is a high chance the spray paint feature could get axed in favor of ROM space and as of now it's not implemented anyway. So if you're expecting a fully playable game, it's not at that stage as of yet. The gameplay sofar is a taste of what's to come and you can actually race, however the race is about 10 seconds long (like an average 1/4mile time). You can buy and change the parts although they have no effect of performance at this point. The plan is they will increase performance and depending on the opponent you ring, the faster/harder they will be. This will all come later after physics get nailed down. Quick run down on how to race: You will need to press the fire button as an accelerator, this will rev the engine. Pressing up on the joystick will shift up a gear with the 4speed gearbox. When idling at the start you need to rev the car up near redline and wait for the starter guy/women standing in the middle of the road to drop their arms. If you shift into gear too early you will be disqualified for cheating/jumping the starter and lose $100 then revert back to the call screen. Optimal gear shifts and reaction time off the line are necessary to get a good run (this isn't perfect and still WIP). Anyway guess im after some feedback to see what people think ๐Ÿ‘๐Ÿ‘Ž Also is there any features that people think are unnecessary or should be dropped. Here is some screenshots and the binary to test out, thanks. -Anthony Binary:Street Rod 2600 20191126.bin
  8. Thanks for the feedback and kind words, yeah it's one of those things. It's definitely possible, however as you said those whom struggle to get far wont have the chance to see the sun setting. I have always thought it looks a little low though. On the other hand it's kind of a good starting point for when the cycle finishes on the third setting. Those who get to level 5 and 6 will also have the chance to see both the last setting and the largest weigh-in prize fish (there is also 3 different sized weigh-in fish the angler wields) ๐Ÿ˜‰. Just small details although i feel it adds alot more to the game for those that may notice. Basically due to limited levels, i have purposely set the game so there is always room for player progression or lucky runs yet the game will break the player in the later levels like most 2600 games do. To be completely honest there is many changes id like to do but it's hard to let go of other features. I could always consider a squeal in the future, with maybe toning down on the animations and the little details in favor of more levels ect. As of now i have something else iv been working on so it would have to come after. Once again cheers for the kind words and feedback it's much appreciated ๐Ÿ‘
  9. @mksmith also added ASM support to his Visual Studio code extension here if you're comfortable with VS
  10. Yeah i know i too wanted to do more with this feature although i had to sacrifice the amount it changes to squeeze everything in. The sunset only changes three times over the whole game (6 rounds). Unfortunately it's a combination of many reasons, graphics bank space due to the way bB stores graphics data. For instance even just changing the background colours all that data is stored in the graphics bank. As far as i know there is no way around it and is quite frustrating to say the least. Especially as im using high res mode so it takes up the majority of the graphics bank data in backgrounds colour changing alone I really don't think the background colours and playfield colours should be stored in the graphics bank or atleast the option to chose otherwise. I can draw playfield in standard ROM if i desire but haven't found a way to change the colour bands without that data being stored in the graphics bank. Just one those limitations bB has that limits what can be done over ASM
  11. Ah yes that makes sense and i had forgot your golf games were written in ASM so graphics data placement isn't restricted to one bank. Yeah i was playing 1vs1 Basketball awhile back when in WIP stages, to be honest i don't think i have tried out the latest. Might have to fire it up tonight ๐Ÿ‘ Yeah i can catch him it's just a matter of bringing him up bit by bit after colliding with other fish. He's not easy though and with the right timing and positioning it is possible to bring him up in one go. Level two onwards is more of a case of having to go back and keep picking him up after colliding. What threshold did you get too? 1800? I tested the ROM and got to level 3 where the sun sets more and scenery gets darker. Level 2 the only differences are the fish and angler reverse direction and the fish get faster. It's not till round 3 the sun sets more and scenery gets darker. Basically the angler in the boat makes a round trip (2 levels) then scenery changes and rounds 3&4 - 5&6 do the same. It was the only way i could squeeze round 6 in ROM by sharing the background colours for 2 levels.
  12. Thanks for the kind words, im loving your golf games and now bowling also ๐Ÿ‘ 1) Yeah the larger fish colliding with smaller fish is somewhat intentional. Basically a bug turned feature because of the priority system of how virtual sprites are checked and i liked the concept adding that next level of difficulty. Also rather then adding 7 additional collision checks which obviously i could, i feel it adds to the gameplay at zero cost of ROM or optimization. It's one those bugs you notice then think "hey that's actually a good feature, ill keep that free of charge" ๐Ÿ˜‰ 2) I have some space, 400bytes of graphics data and only around 200 bytes remaining in each of the banks. The biggest problem is i have gone with optimization of the main loops, structure and the way they fetch data as highest priority. They never bank switch during a round (only to fetch data at the end of a round) and the random function is only called a few times during a round. I wanted to keep the loops as efficient as possible, so the downside is the additional cost of ROM. That's even after carefully mapping out the programs flow and structure to crunch code down for the additional levels 4,5 and 6. The other issue was to fit rounds 4,5 and 6 with this method i had to make two rounds share the same graphics data. eg: 1&2 share the same data as do 3&4 ect. Then, there is the cost of a highly animated title and weigh in screens, they hogged alot of graphics ROM. I really didn't want to drop those screens in favor of more backgrounds so made the sacrifice on that end. So at the end of the day i could have saved alot of ROM with adding alot more conditions to the mainloop. However with all the math going on within the loop i was trying to keep machine cycles down rather then having stuttering or risking screen roll for extra ROM space. Im guessing you had sort of the same issue with graphics ROM when adding the Desert Course and Augusta in Pro Golf, so you opted for another "expansion" type cart? Im taking a wild guess. So yeah i do have some ROM space although not really enough for additional background colour changes . Thanks for checking out the game it's highly appreciated ๐Ÿ‘
  13. Yep that's the one, i was just searching for it ๐Ÿ‘
  14. Yeah, no i was talking about an sprite editor program/homebrew written in basic on the 2600 system.
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