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Sprybug

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Sprybug last won the day on August 4 2013

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About Sprybug

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    Dragonstomper
  • Birthday 08/01/1976

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    Professional Character Animator

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  1. Yep, just as I expected! I needed to have the decay set up for both channels, so have to add another nibble and byte for that, but still in total that's 2 bits less than the standard method! Plus it's more compact and takes less ROM space for your music data, while implementing some nifty features. Let's see if I can get this working.
  2. Just wanted to let you know, I'm developing a new music engine for Zed, which I'll make available to anyone who wants to include it in their game. It allows use of Patterns (Up to 16), so you can easily repeat sections of music (Save ROM Space!) Each pattern can hold approximately 5 measures of music (4/4 Time) Data for the measures is only inputted when there is something to spit out, which saves even more on ROM Space. Ability to jump to other music patterns out of sequence. Ability to loop a song. A databank that sorts the Atari's musical scale to make it easier to input the data. A special bank for drums and percussion Ability to hold a note, a natural sustain decay, a slowed sustain decay, or cut a note. And all this I was able to do using only 2 bytes of RAM and one extra bit! It takes even less RAM (by 7 bits) than the standard way of doing music in your game via Batari! A sequence pointer that is one byte, a pattern pointer that is one nibble, a volume control nibble, and a toggle bit for slow decay. It does use some of the temp variables, and a few of my own variables I use as temp variables (I need them to last for the whole routine), so be sure to have a few extra bytes handy for those. When I release it, I will also release a sheet that shows the values of the notes on a keyboard, along with the sequence values for note holds for 20,30, and 60 FPS games. The notes will also include the best key signatures to use for your games, because of Atari's limited musical scale. After this, I am going to start work on an actual Atari 2600 program where you can play around with the TIA to experiment on making new sound effects. It will show you the values you are using in the interface, so you can write them down and be able to put them in your sound effect data sequences. Now of course specs can change because I might have originally overlooked something, which knowing myself, is highly likely. Like for example, right now, I'm wondering if I have to add even more bytes because of the simultaneous channels doing their own thing or not. I just finished the program and yet have to take it for a spin, so I'll keep you posted.
  3. Thanks David. You know, I think you're the second person to tell me that they were hoping to run into me at a PRGE event, recently. I wonder, next time I attend, if I should put a huge nametag on my shirt or something, because I do hang around the AtariAge booth from time to time while at PRGE and am always happy to talk and meet you guys.
  4. Yep, learned how to use Nibbles, so I can implement some more things.
  5. Not a requirement, but preferred because that's the primary language, and I'd like to be able to speak their primary language living there.
  6. I'm glad you are streamlining it, because for you and your wife, it was just a ridiculous amount of work. Glad we could help break down your booth though at the end. Yeah, I wish I could be there and I wish Zed would be done in time. You will have a new demo for sure because as you've seen, the latest demo is out and it has a boss battle. By PRGE point, I would like to have the updates to the engine for better controls, fine tuning, non-farming, and perhaps a better system of powering up using sprites instead of missiles.
  7. lol, no but I need to learn French, because it's the French-Canadian part of Canada, oui. And don't forget poutine. It's big in Quebec. Will have an ample supply of that!
  8. Thanks. I know you were debating it this year yourself. Yeah, there is no way I'm going to be able to attend, I'll still be settling in to my new surroundings! Gonna miss PRGE for sure though. I attended it every year since 2012.
  9. You know, I completely forgot about the "extra variables" when you don't use certain features in Batari. I took advantage of those in Zippy. I'll see if I can find any spares that I can use to act as my level progress pointer to stop people from farming power ups by continuously spawning the same enemy over and over!
  10. Actually, native Washingtonian and resident of Oregon for the last 11 years. I lived in Vancouver, BC for a year when I went to VanArts. Got my passport submitted and expedited, now just waiting for it to come in, and once that comes in send the ID to the studio so they can send me another ID to use with a Canadian government site to login with to get my work permit processed.
  11. Thanks guys. Just giving an update! I figured out how to do Nibbles! So, this is going to allow me to add some better play control by adding momentum moving left and right, so the controls aren't so touchy! I need to start implementing nibbles because I am out of RAM, so I am going to split up what I can. I have several variables that never go over 16, so I'm wasting valuable bits! Not sure how much I'm going to be able to work on it the next month and a half because I got a big announcement. I got a great new animation job at a studio in QUEBEC, CANADA. I AM MOVING. So I've been very busy working on my move, learning French, and working with them remotely in the meantime. I plan on moving there next month. I am so excited....and nervous!
  12. Yeah, this one isn't an exact clone of any game actually. It take elements from other games like Kirby and Mega Man for sure, but add a rogue like element to it all and you get Robot Zed.
  13. Talking this out with you reminded me of something. After the demo, I was going to go back and start changing a few variables that only use values 0-16 and splitting them in two, making them essentially 2 nybbles. The reason why I mention this, is because I have already used all my ram. I have one variable that is for gravity momentum when you fall or jump. It never exceeds 6. Make that a nybble, and then I can use the other half as another momentum nibble for starting a walk/run. When the screen scrolls 4 pixels at a time, there's nothing you can do about it. You're locked at 4 pixel movement. HOWEVER, if you're still and you're just starting to move, the screen will not scroll, so you can build up a little bit before you take off again. Looking back, this is how Princess Rescue worked, and it worked pretty darn well then, I just have to go back and make quite a bit of adjustments to the code to make this happen. This should help give it more of a Princess Rescue movement vibe. Not exactly, but close.
  14. Good suggestion, and like with Zippy, I'm doing 2 screen draws for every game cycle, already putting me at 30 FPS. I split the two so I can fit in more CPU cycles to do more things. Princess Rescue used 3 for 20 FPS, but since then I was able to refine some things. The only downfall with your suggestion though, would be a noticable speed down and speed up every time you moved, which would also mess with the speed of the soundtrack. I've been thinking about using a bit to make your increments 2 pixels instead of 4 when you start moving as a momentum buildup, and then when you move twice under that you go back to a full 4, keeping your increments even. It shouldn't throw off my platform checks and it won't do a screen scroll, which by in of itself eats a lot of cycle time.
  15. Haha Haha! I was playing it yesterday and trying to break stuff and the same thing happened to me, but it just advanced me to the next part of the level. You were probably just one level away from getting to the boss already at that point. This is one of the bugs I'll need to fix.
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