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TwentySixHundred

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Everything posted by TwentySixHundred

  1. Thanks, yeah it lived most it's life at a take-away (fish&chips) shop down the road from where i grew up. In 1997 they were changing business owners and the old owners were selling it off along with a pinball machine they had. As we used to sit and play while waiting for our food my father decided to buy it. $60 wasn't exactly cheap in 97 although in hindsight it was a bargain. As far as i know from what my father said is, they would sell old PCBs and replace with a new game every few years or so. I am guessing there was a business that did the swap for these shops that had cocktails. Not sure how many are still kicking around as i very rarely see them these days. Told my father if he was ever going to get rid of it to let me know. So about 6 years ago he came around my house with it on a trailer 😃
  2. My Phoenix tabletop that we have had since a teenager. Love the game
  3. Thanks, the baby dino really adds character No worries and was high time i focused on updating the HUD. Playing around with this has given me some more ideas to spruce it up. Yes, i really should have waited as that was a rushed feature to add. Basically you can gain a life every 2nd level if you have less than the original 3. The concept really makes no sense and i have no idea what the method to my madness was 🤣 This will be a fix for the next build.
  4. Thanks for the kind words mate, it's great to hear you're enjoying the development process as much as we are 😉👍
  5. New build, a little earlier than usual but i wanted to get baby dino's features out there. Changelog: Build_20240306 graphics - baby dino running sprites (KG) graphics - baby dino laughing sprites (KG) graphics - HUD changes and level displayed during gameplay (AQ) engine - egg idle then pulsates when ready to hatch (KG)(AQ) engine - baby dino chasing caveman routine (AQ) engine - baby dino laughs when caveman retreats (AQ) engine - for every two levels you can get an extra life (AQ) bugfix - incorrect frame removed and knockback timing (KG)(AQ) bugfix - lava splat skipped when bitten by baby dino (KG)(AQ) LatestBuild: StoneAge_bankset_20240306.a78 StoneAge_bankset_20240306.bin
  6. Hi everyone, so i wanted to get this build released before i go much further. Next release im hoping to focus a little more on the audio side of things and baby dino's routines. Special thanks to Mike @RevEng for providing a custom 7800Basic build and all the information to tight-pack graphics. This along with the answers to my questions really helped free some graphics bank(s) space 👍 Also special thanks to Konstantinos @TIX for the new updated sprites as they're always fantastic 👍 Changelog: Build_20240225 graphics - mama t-rex idle sprites revised (KG) graphics - mama t-rex eating sprites revised (KG) graphics - mama t-rex egg knockback sprites (KG) graphics - pterodactyl sprites revised (KG) graphics - pterodactyl knocked out sprites (KG) graphics - baby dino hatch/running (KG) graphics - eggs partially hidden within cave (AQ) engine - pterodactyl knocked out routine (AQ) engine - egg knockback and baby hatch routines (AQ) engine - temporarily omitted the level colour cycle - till i tackle it correctly (AQ) engine - baby dino routines (AQ) code - graphics packing (MS) code - sprite alignments for graphics packing and optimization (MS)(AQ) code - some clean up of redundant code and routine flow (AQ) LatestBuild: StoneAge_bankset_20240225.a78 StoneAge_bankset_20240225.bin
  7. Cheers mate, forgot all about that. It's been a few years since dabbling around with bB
  8. I can't see where you have included the 'score_graphics.asm' command in your posted source. As far as i remember with bB, you need to include .asm files in the last bank or the current bank used in your source file. asm include "score_graphics.asm" end
  9. Hi Mike, so i am getting this error when trying to add another large mother t-rex sprite. segment: "GAME" 4000 vs current org: 4111 stack allowance: 22 nested subroutines. the canary is situated at: $1d2 stack allowance: 22 nested subroutines. the canary is situated at: $1d2 banksetrom.asm (294): error: Origin Reverse-indexed. I am guessing this is an overflow/space issue? Edit: Think i answered my own question. After shuffling the sprite into another bank that has more space it compiles. Not leaving me with much left in all the banks so i am going to have to make a sacrifice somewhere as i have a few other smaller sprites to add 🤔
  10. Thanks to everyone for their support 👍 Make sure to check out all the other nominated entries and vote for those you like. Next update coming soon.
  11. Two flying pterodactyls most likely wont make the cut. It's possible towards the end of development i can experiment with a secondary. However due to the size of many of the sprites there maybe rendering time issues. So for the moment i would rather add the necessities first then look into it. Maybe/maybe not I can probably add the level number to the information bar (will be testing for next update). Personally i would rather the level displayed on the left then have life and axe icons in the center. Correct there isn't anyway to gain extra lives. I would like to add the feature but limit the max to 3, so players have the chance to gain a reward but cannot rack lives. This is a great idea that only the other day i was thinking about level intermissions. As it stands there isn't much to it, however i would really like to show the caveman having a break after a big night hunting. The return of him cooking an egg does sound appealing, along with reusing sprites. There is also 3 other animations of that scene, yet to be added and TIX has already done the artwork 😉👍
  12. @fdr4prez Yes that is correct, there is no difference from armature and pro other than the fireball starting speed. I have added the selection of the two more for the framework but haven't implemented many changes. I believe 1 stone axe rather than 3 on pro setting was a suggestion by Trebor and was also mentioned on ZPH IIRC. This is an area i need to work on and having the feature on the titlescreen just reminds me to get it done sometime 😁
  13. Ah yes thanks for the reminder, i was trying many different colour cycles and couldn't find one i was happy with. So i sat it on the backburner and keep forgetting to look into it. Don't know if i want a progressive day/night cycle or really what i should do about it at this stage 🤔
  14. Thanks mate, yeah TIX has gone above and beyond with the pixel art. Even when i mentioned we could use more colours, he insisted pushing his abilities with a monochrome background. I think it looks amazing and really highlights his skill when restrictions are in place. When he was designing the volcano animation i forgot to tell him by doing so it freed up an additional colour 😆🫣 But nonetheless it still looks brilliant. Thankyou for the support 👍 Most definitely can arrange that and thanks for pointing it out. Very challenging when living in a world where a volcano is spitting lava balls at you while on a quest to steal eggs from a mama T-Rex 🤣 Yes a great point though and was thinking it should be a safe area. I just need to make it so the lava balls become unpredictable if hiding. That way the player can't use it to their advantage 😉👍
  15. Update! Changelog: Build_20240120 graphics - background tiles revamped (KG) graphics - volcano sprite revamp (KG) graphics - fireball sprites revised (KG) graphics - lava splat on cavemans head (KG) graphics - egg stack changes (KG)(AQ) engine - lava splat routines (AQ) engine - pterodactyl logic refinement (AQ) engine - mama t-Rex continues movement during level intermision screen (AQ) code - various changes (AQ) Latest Build: StoneAge_bankset_20240120.a78 StoneAge_bankset_20240120.bin
  16. The pain of leaving a project for a few months then returning to find it wont compile. Nothing in the output is saying what the issue is. So now im sifting through over 1000 lines of code looking for what i am assuming is a bit operation syntax error. That's my guess as they never show on the output 😔

  17. Also sorry for the late replies but i have been hit with a rough virus/flu. Has left us in bed for couple of weeks now and i am only just starting to feel better.
  18. That's definitly something considered and we have looked into some animations. Welcome to the darkside Yes it's intentional having a different button to start the game. Originally i had a button restrainer however over the years i notice many tend to mash/spam the action button causing it to restart the game even with debounce. I can add the ability to use both as action Yeah the fireballs do indeed track the player so you can never stand still. I was going to have randomness so it's always something i can put on the ideas list. It's coded to wait till the player has dropped off the egg, mainly for difficulty. Needs to be added to the ideas list, as when the baby dino is incorporated there will need to be a sense of urgency before it hatches.
  19. Update Build_20231219 graphics - pterodactyl sprites revised (KG) graphics - caveman death sprites (KG) engine - caveman death animation (AQ) engine - mama T-Rex continues movement during intermision screens (AQ) engine - volcano continues animation during intermision screens (AQ) engine - pterodactyl will fly away with stolen egg (AQ) Latest Build: StoneAge_bankset_20231219.a78 StoneAge_bankset_20231219.bin
  20. Update! Today was pterodactyl day as TIX sent these fresh frames though couple of days ago. Build_20231214 graphics - pterodactyl sprites revised (KG) graphics - small changes to background (AQ) engine - pterodactyl fly/intelligence routine revised (AQ) engine - pterodactyl death routine revised (AQ) bugfix - volcano rock tracking issue fixed (AQ) Note: This is a bankset only build so you will need an 7800GD for real hardware or use A7800 Latest Build: StoneAge_bankset_20231214.a78 StoneAge_bankset_20231214.bin
  21. Thanks, My best guess without being a bankset guru would be, as this is a 48k ROM bankset (96k) maybe the DF doesn't fully support that ROM size. But that is just a stab in the dark and i guess @rj1307@RevEng@batari would have more of an idea. That is an interesting glitch not present in emulation nor can i see it on James's ZPH stream from the other night. Makes me wonder if it's a 7800GD only glitch or on real hardware in general. Is there a difference with the standard ROM vs bankset ROM or is it present all the time?
  22. Thanks mate! More than happy to see the bankset ROM working correctly on real hardware 😃
  23. Update: This is a little earlier than i normally would release to the public. There was a game breaking bug which i hope is now resolved. I have tested since fixing and cannot break the game. So hopefully it's all good now Build_20231209 graphics - egg stash sprites revised (KG) graphics - caveman with egg sprites revised (KG) hardware - moved to bankset scheme (AQ) bugfix - player could knock out t-rex at the same time as triggering the t-rex eating routine (AQ) As for the bankset ROM's these are in preparation for further expansion of the game. I have tested the ROM in A7800 and all is fine on my end however i don't own an 7800GD flash cart. So obviously have no idea if it runs as it should on real hardware. As far as i know Concerto and Drangonfly carts do not support the bankset scheme either. Either way both standard and bankset contain the same content for now. If anyone does have a 7800GD flash cart and would like to test, i would love to know if it's running correctly. Thankyou 👍 Standard: StoneAge 20231209.a78 StoneAge 20231209.bin Bankset: StoneAge_bankset 20231209.a78 StoneAge_bankset 20231209.bin
  24. We have squeezed in the new caveman carry egg sprites and egg stash revamp 😁 I sent James the updated build a few hours ago 😉
  25. Have a go with this build converted for PAL. I have tested it within emulation and the colours seem good on my end. PAL: StoneAge.20231207.a78 StoneAge.20231207.bin
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