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Everything posted by Cybearg
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That code block is everything that's in the file. includesfile multisprite.inc set kernel multisprite main_loop drawscreen goto main_loop Though maybe that's the problem--I'm missing some vital bit of code that I need to have for it to work? Do I require a certain amount of something in there that I don't have?
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I'm trying to use multisprite for the first time on a brand new, blank game, so nothing should be interfering. Yet, after I use this header information: includesfile multisprite_superchip.inc set kernel multisprite set tv ntsc set romsize 8kSC set smartbranching on ... And the fixed file you posted, I get this error: bytes of ROM space left in bank 1 fs length $85 bytes of ROM space left in bank 2 3769 bytes of ROM space left in bank 1 fs length $85 2599 bytes of ROM space left in bank 2 Unrecoverable error(s) in pass, aborting assembly! Errors were encountered during assembly. ... Which is the same error I got before the fixed file. Something about this fslength $85 What's that? Even this: includesfile multisprite.inc set kernel multisprite main_loop drawscreen goto main_loop ... generates the error: fs length $85 bytes of ROM space left fs length $85 2903 bytes of ROM space left Unrecoverable error(s) in pass, aborting assembly! Errors were encountered during assembly.
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I have no clue what's being discussed, but horray for expanded potential!
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Thanks so much to everyone who's tried the game and given feedback. It's very encouraging and much appreciated! I wasn't aware that 2600 games typically had "screen savers." As it stands, I don't think that it will really be possible for me to add one in a practical way, though if that is very important, let me know and I'll try to figure something out. As for the bug you experienced, which game mode (red, yellow, blue, or green) were you playing at the time? Were there any black blocks at the start of the level? Once white blocks get introduced, hidden black blocks do as well. Hitting those is bad, so try to keep track of where they are when you start as you won't be able to tell the difference between empty space and black blocks once you've broken most of the blocks. If you can remember any more details that could help me to recreate the problem, it would be much appreciated! And to everyone, thanks again for playing.
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If there is anyone out there willing to test, this version is probably pretty close to "The End," but then I've said that before and here I am still. This should work for the joystick, gamepad, and driving controller on the 2600 and 7800 (and I would love to know how it feels using each of those controllers, for those who are able to test it). HOW TO PLAY: The modes (chosen with left/right or the select switch and then selected with trigger or reset on the title screen) are separated by color: Red: Classic Heartbreak: match colors until a block is destroyed. You earn points by destroying a block. Bonus points are awarded depending on which heart size you have left: 200 for small, 400 for medium, and 600 for large. After 3 incorrect matches, you lose a heat size. Once all blocks are destroyed, the level is complete. Yellow: Bouncy Heartbreak: the same as above, except the ball bounces! Hit the trigger at any time and the ball will take on the current color of the heart. Points are awarded per bounce, so try to keep your ball in play! Bonus points are awarded for bouncing streaks: 200 for 12 bounces, 400 for 16 bounces, and 600 for 24 bounces. Blue: Inverted Heartbreak: likely more difficult than the first two, this one works the other way around. You start with nothing and you need to start adding colors to make a white block. Only match colors that the block doesn't already have. Once all blocks are white, the level is complete. Green: Inverted Bouncy Heartbreak: probably the most difficult, this is like Bouncy Heartbreak, except with inverted colors. Hopefully everyone has fun with it! Note that this isn't the "final" version yet. I'd still like to do some kind of theme music if possible (and if someone is willing to write me something) and there may be minor game tweaks before the final version. Special Options: 1. Turning the left difficulty switch to Pro will cause the ball to slowly increase as more blocks are completed. 2. Turning the right difficulty switch to Pro will disable the sound of the heartbeat, in case you would prefer not to hear it. EDIT: Added updated version (rc16_2) which tweaks the driving controller response and removes hitting reset to select a game mode (in order to prevent a loop of the player accidentally holding reset too long and being bounced between the game and the title screen). Just use the trigger button to select a game mode, instead. EDIT2: Changed Heartbreak's red and orange colors to hopefully stand out a bit more. heartbreak_rc16_3.bas.bin
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Version 11 doesn't roll on my LCD screen, but then that's no surprise since it doesn't work the same. I tested it on a real 2600 and I have to say, the controls feel fantastic on a real 2600 joystick. It's a joy to weave back and forth, leaning in and out of the moves. I didn't get nearly so far as others, but it wasn't at all bothersome. The controls are perfect.
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Musicians, Artists, or Harmony Owners? Please Help!
Cybearg replied to Cybearg's topic in Atari 2600 Programming
Hehe, that's cute. Thanks for the offer! I'm kind of hoping for something not quite so literal (Super Breakout's label doesn't look particularly akin to the game itself), but it'll all depend on how much folks are willing to help. Anyway, I still really need more testers. -
Musicians, Artists, or Harmony Owners? Please Help!
Cybearg replied to Cybearg's topic in Atari 2600 Programming
Just as a note, I'm still really needing artists/testers. Harmony cartridge isn't a requirement, but it'd be useful to hear input on how the controls feel. Is anyone willing to help out? -
I don't see why you couldn't do a combination. A 3D-based Zelda/Roguelike along the lines of Legend of Grimrock. Personally, I'm not big on "open world" even on systems that can make it interesting. On something like the 2600, I don't see how it wouldn't be a lot of empty nothing that you just have to plod through, since graphics and space are so extremely limited. In my opinion, keep interaction tight and gameplay dense. 3D is partly just for the gimmick of it being a rare thing to see, but it also serves the purpose of helping to guarantee that encounters require fewer sprites, as you probably won't have multiple enemies on screen at a time when you're limited to a pseudo-3D space like that. Make it about finding awesome items and dealing with random monster generation to get deeper and deeper. ... But that's my perspective as a big fan of The Binding of Isaac.
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Why can't you call it Destiny? Even if there is another game with the name, you're not basing this game off of it and Bungee doesn't have a copyright on that word. I'd be super-impressed if you could do convincing pseudo-3D environments for the 2600 without doing it all in Assembly.
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IMO, with how much you turned down the velocity handling plus the way you did the powerups, removing the option to play in free mode is fine. There needs to be some challenge, after all.
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Just so you know, you CAN upload .inc files for post attachments now. Also, it would be kinda nice if that little bug with the random small gap could get sorted. It does look a big buggy rather than intentional.
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I dunno if the powerup would take that much space. You randomize the location of the pfline, right? Just make sure that the item's placement is always proportionately away from the gate, so take the number used to calculate the farthest pfpixel of the gate and subtract it from the total number of pfpixels and there you've got your x location for the powerup. And as for how it works, just swap the player's color and ignore playfield collisions for a few cycles. That would just take an if statement and a counter.
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Here's an idea... Maybe instead of causing an instant loss, the oil slick should jolt the player to either side, so it's not a certain loss if you're very good and lucky and can correct from it.
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But would the amount of space saved by that kernel be more than the amount of space it would take to write all that stuff directly?
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Yep, I've got a driving controller. I'm just waiting for a Harmony to arrive.
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It is a gasp of absolute joy, as the sparkles indicate. As always, thanks so much! Now, as much as you integrated everything so nicely in the assembly, I'd love it if we could get it working as an include or somesuch. I've sent you a PM to discuss the details.
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As suggested by Random Terrain in this thread, I've made a new thread to ask the specific question: How do I get the driving paddle to work? I know that it's been done in zombie chase and the code is something akin to this (this version was tweaked a bit by bogax: const nomove = 1 const turnright = 0 const turnleft = 2 data ptbl nomove, turnright, nomove, turnleft turnleft, nomove, turnright, nomove turnright, nomove, turnleft, nomove nomove, turnleft, nomove, turnright end temp1 = SWCHA / 4 & $C temp1 = temp1 | last last = temp1 / 4 if ptbl[temp1] & nomove then goto no_move if ptbl[temp1] & turnleft then goto left else goto right However, when I try this, it just results in a constant turn one direction or the other. Note: that is using Stella with the Driving controller selected. Could someone perhaps give a very simple working example or maybe point out what's wrong, if anything?
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I get the same thing I got from the zombie chase code: it spins uncontrollably and doesn't stop. const nomove = 1 const turnright = 0 const turnleft = 2 data ptbl nomove, turnright, nomove, turnleft turnleft, nomove, turnright, nomove turnright, nomove, turnleft, nomove nomove, turnleft, nomove, turnright end temp1 = SWCHA / 4 & $C temp1 = temp1 | last last = temp1 / 4 if ptbl[temp1] & nomove then goto no_move if ptbl[temp1] & turnleft then goto left else goto right
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Hm, maybe. I haven't restarted in a month or two, though we're talking a 64 bit system with 16Gb of RAM.
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And in any case, I'm using the 2003 version of DASM that is included with the Win7_64bit version from the Visual bB thread.
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... In case anyone has any ideas or is interested. heartbroke.zip heartworks.zip
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Balance it however you like, of course. Just keep in mind the careful tight walk between frustratingly challenging and frustratingly unplayable.
