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atwwong

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Everything posted by atwwong

  1. Major bugfix where OMGBat was entering rooms from game 1 while playing game 2 and 3. This is a possible final release. V.182 (binary attached) changed attack sound minor gfx changes set OMGBat so that it can't pick up urn - fixes slim chance of objects becoming lost in game 1 rooms turned off walking sounds when dead and checked console and button switches when dead changed setting in ***Rm so that OMGBat does not get stuck in there with anything removed *** key from hand and OMGBat matrices to remove jitter and improve gameplay added Nukey Shay's "unpredictable bat" routine with value $79 fixed errors in RoomDiffs causing OMGBat to disappear into game 1 and ***Rm 8kha2182.zip
  2. Thanks, you're welcome, and welcome back, ATARI TROLL!
  3. Okay, I found how to reproduce the jitter on z26 and StellaX for WinXp. I switched to a P4 3.0GHz computer to try it out and it still happens. On the second level or after you die once in Hack'Em (not Hangly Man), once the level starts, immediately travel left into the tunnel. When you emerge on the right side, immediately travel down the next passage. A quick screen flip or jitter happens everytime for me. I think it happens because all the characters are lined up, but this doesn't explain why it doesn't happen on your first life on the first level. The jitter is very brief and I suspect most people will not try this. I couldn't find jitters anywhere else (it's sort of like an easter egg).
  4. I'm trying to fix up gameplay to make this possibly more fun and less frustrating. Any input would be greatly appreciated concerning the following or other matters: Questions re: gameplay (SPOILERS): Old man Graves Ghost-Bat =OMGBat Do you find that OMGBat is taking the bridge too much and making the game impossible to win in game 2? Is it better to limit his freedom (less challenging vs. less frustrating)? Is it bad to have the rare non-winnable game 2? OMGBat seems to be able to sneek past locked areas that aren't connected to other rooms, but I will recheck the room exits. Do I need to change OMGBat's colour to avoid confusing him with Spirit Ghost? I actually like this... Does the forest maze need widening? Is it too difficult/frustrating to get away from creatures chasing you in there? Is the tomb maze too difficult to navigate (don't think in 2d terms)? Are the tombs blocking the passages too frustrating? Are the objectives in game 2 and 3 clear once you SEE them? Does this play in other formats, i.e., Cuttlecart, etc.? How are the footstep sounds? (I'm growing to like the quiet footsteps.)
  5. No worries! Just trying to track down the bugs. Sorry I got too excited. I had to go back to work today from my vacation (poor me... ) so I'm a little bit tired! But I'll definitely try to check on more than one emulator next time; I don't have the resources to burn it to hardware. Cheers!
  6. Yikes! Just trying to help... I'm using the latest z26 2.13 with x26 frontend 1.112 on WinXPPro, P4 1.7MHz 512Mb ram, Nvidia Geforce2 GTS. This system isn't state of the art but it's far from being slugbait. I can try it with the latest Stella and see if anything happens; I'm not running anything major in the background. The jitters happened near the power pellets, not while munching them, and they didn't happen often.
  7. A few jitters when I'm chomping near the power pellets/pills... Everything else looks great!
  8. Thanks for all your efforts, Nukey! I really like the thud sound! I tried adding to the second sound channel a while ago and should have figured out that the variables missing were staring at me in the face, so to speak. I'm still a newbie at this. Here are the changes for version V.178 (binary attached): -walking effects fix by Nukey Shay - quieter and thumping fixed! -changed light and spider colours from 36 to 28 like Haunted House (spider from level 5+) -added flashlight flicker (thanks to Nukey's routine which didn't fit in the original Haunted Adventure; I added slightly to it ) -fixed crypt tomb like dark version so the *** is not frustrating to get -made sceptre flashing (CB) colour -removed colour background feature to add more bytes to fit in the sound and flicker routines - not sure about this... but I really only used it for 7 rooms and only really need it in one (where it still is ). In the Dark version it is used as a flag to turn on and off the light in both lightened and darkened rooms (so I really should have called it the Flashlight version). I'm still deciding on Nukey's added walking sound effects (it's definitely better; I like the thumping!) I'd rather remove special effects fluff to make more space rather than alter the gameplay (i.e., not remove rooms), so unless there is a showstopper, gameplay will generally stay the same. I may have room now to make game 2 slightly easier than game 3 using roomdiffs, but this will take away gameplay from game 2, so I might not bother to do it. Oh, one more thing, a spoiler but necessary: Do NOT bring the ladder into the tombs under the cemetery!!! (Unless you are playing with Stella and have a saved state, then go ahead...) 8kha2178.zip
  9. Can't wait to check this out and read the log as well; should be really interesting!!!
  10. Thanks to Nukey, here's the sound of footsteps in the normal version (not dark). 8kha2176.zip
  11. Haunted Adventure II - Redemption "Darkness" Binary attached. Here are the differences/additions: Pressing the fire button turns on and off the flashlight almost everywhere. When creatures contact the player, the flashlight goes out. (Used Sound to control flashlight on and off) Flashlight and spider colours same as Haunted House; 28 to 36. Modified crypt room to work with "Darkness" version. Move centred objects to right or left to avoid being completely hidden by walls (I hope...). Fixed doors graphics to match keys. All keys invisible (black). Sceptre changed to flashing (CB). Notes: After dropping an object, the button must be pressed twice to turn off the light (unless the light goes out because of a creature attack). In rare circumstances, the fire button will not reset the game when the player is dead. This version is difficult because the light is an extra object and four objects on screen cause tremendous flashing (black keys become invisible on black backgrounds, doors don't open, and creatures cannot be immobilized). Jitter in game 1 slightly more obvious if found. I am going to look at Nukey's awesome sound coding and try to fit it in; I'm already very low in free bytes but I'll give it a try. If the dark version is too frustrating for everyone, I'll go back to the normal version. 8kha2d19.zip
  12. Nukey, I'm glad you can figure out the staircases, otherwise I'd have to remap a lot of the interiors! Thanks for the whole footstep routine ; I'll have to try it out in the morning - my brain is kinda fried right now. Also, I'm almost finished the "dark" version... I'll post what I have in the morning. I'm going to have to make some cuts or figure out some fancy bankswitching (I only bankswitched the randomization routine to the first bank) to fit everything in.
  13. I've got the story worked out but I'm not sure about all the features yet. I'm testing a "Darkness" version right now. Here's a small update where you can use the fire button to reset the game when you are in the number room or when you are dead. 8kha2175.zip
  14. I tried out the version before the scared ghosts one and saw very few screen flips and I like how you changed the halos to be almost un-noticeable! I going to give your scared ghosts version a try.
  15. 8k Haunted Adventure II - Redemption A hack of 8kAdvent (Many thanks to Nukey Shay ) Comments: V.170 I'm still tweaking it (i.e., possibly change some colours, more sounds, and one more room) but it's getting closer to being finished. If you have time please give me feedback on gameplay (i.e., is it fun to play?) and aesthetics (does it look okay?). I'm also working on a manual. There is a slight tremor if you do a certain thing with some of the objects in game 1, but I'm going to work it into the storyline. Hints/Spoilers/Questions: * * * * * * * * * In game 1 in the house, the rooms that change colours are supposed to be staircases like in the original Haunted House game but with more control in the direction of which passage to take to the next floor up or down: grey=basement,blue=first,red=second,green=third,yellow=fourth,white=attic; due to my limited hacking skills I can't put in real Haunted House staircases with all the special effects. Should I make the passages in the staircase rooms very short, i.e., a small space so that you can only back out to the next floor? It might be less confusing... but I'll have to redo all the floor plans. Or leave them the way they are? Game 1's exit is where the exit in the Haunted House game is. Just shove the urn out the door! Object list: To open new areas: Mansion key Blue key Shovel ??? Portcullis: Mansion door Locked door Grave ??? Dra- I mean creatures: Spider Bat Spirit Eye Guy ??? ??? Tools: Sceptre (original Haunted House size) to take care of creatures Hand (slightly bigger than Haunted Adventure) to attract most objects Ladder (bigger and better) for climbing over obstacles Others: Urn ??? Objectives: For you to discover * * * * * * * * * End of spoilers I hope you have fun with this and let me know what you think! Cheers, Tony 8kha2170.zip
  16. Has anyone tested Nukey's "Work of Art!" ( ) with hardware to see if it bankswitches correctly?
  17. I haven't seen any rolls in the latest versions, but then again I'm not a great Pac-man player either and my games don't last that long.
  18. Hi Nukey! It's still doing a bit of the halo and rolling, but it's less noticeable than before. I'm counting 32 bin's plus the source code. Must be some kind of record!
  19. Yikes, I hope it's not at my university, or is it an admin program? In that case, it's okay. Sorry, off topic...
  20. Before this utility gets created (terrific idea, BTW!), are there links that could help out newbies like me to figure out cycle problems when adding simple code to a hack? I'm not knowledgeable enough yet to do my own programming, so I thought I'd start out with hacking first (i.e., Adventure - I know the source code is commented; I'm trying to figure out how to get rid of screen jitters after adding code).
  21. This will be great if you can figure out that cycle problem with the | 's (and the button for 7800 users). Great job, as always!
  22. I love this hack! Nukey, are you using RORG this time? :wink: Also, love the ghost eyes. Reminds me of the HH player (wish I had the skills to do that in Adventure!) Will you be working on the maze later? You are like an unstoppable freight train, or something.
  23. Oops! My bad! Thought there was a binary with all these terrific screenshots! This looks great! My sad Timepilot story: I lent it to a "friend" about 20 years ago and never got it back. When I asked for it, he said, well I can't say it without being banned. I should have turned evil for one minute and pummeled him Okay, take a deep breath... Happy again...
  24. Arrrgggghhh!!!! I can't believe how much better it looks with just a simple colour change. Just goes to show things should not be rushed and that management really doesn't care (most of the time, anyways )!
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