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Everything posted by ultima
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Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
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Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
The latest work in progress Also I have been working on a sara chip version coming soon... -
I just got a new 4 switch woody and was trying my harmony cart in it and certain demos I wrote that use flicker are suddenly a blinking mess. Now the same demos played on my heavy sixer don't flicker. Is there some hardware variations between the models that we should be keeping in mind when programming?
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Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
Thanks for playing I want to ask does the current version work on the atari portable? If the titlescreen gets removed would that fix it? As for the area your talking about the easy way is to run straight at his feet when exiting the dragons room which is just a cheap work around till I fix that as im still working on the endings and enemy placement along with item dispertion all being worked on plus secret switches and more possible game variations. -
Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
Heres another update includes a bugfix on gate and fixed game selection screen. Thanks Walter here is a map I will make and instruction sheet this week. -
You could always transpose the sheet music into a key that the atari can handle. From B4 thru B5 is the only key with no notes missing I use this guitar fretboard to assist in possible notes maybe others might find it useful
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Read this thread http://atariage.com/forums/topic/108757-cave-in-pal5060-versions-available/?fromsearch=1 This " move around rooms " demo by seaGTruff was also improved by Spiceware using lookup tables
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Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
Fixed the fake sword in game 1 along with some code cleanup. But I now need to figure out how to free up bank 8 it seems alone in a new bank has about 2700 bytes but in the 32k it only has 140 bytes anyway here's an update -
Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
More work done this week including some boss battles and started the game selection. Just work in progress, has a few bugs here and there but pretty fun. still fixing things like sound effects, enemy placement, game selection screen needs some work on the switch and add the secrets -
Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
a little progress -
Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
I worked a bit more on enemy attacks that come late in the game and some little tweaks to game progression. Also cleaned up some of the unused code from teh legend of fritz. I hope to get much further on the next update activate hidden switches, add boss battles, game variation, and finally correcting sound effects and music cues. -
Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
It's been over a month since I posted any new demo. I completed a new map of the overworld and have been working out level challenges. See bottom of first post for .bin -
Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
Thanks InsertCoin25 for the feedback. Story mode is nearing completion and the new A.I. from 'Teh Legend of Fritz' is in the build I'm working with (it is harder to be killed instantly..with the one exception being the whirlpool). It may be a while till the next release but its coming along. -
Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
Update with some wip playfield color -
Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
I thought about doing more music. Just haven't had much time lately. I was hoping for "darker" classical music. Also need to overhaul the sound effects -
Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
I have added most of the cycle savings to the last beta to make an improved version of the random placement version. - new torch item will light rooms and caves -
sort of like this?tiefighter.bas love star wars
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I updated this -added a set of traps -can collect the cake slices (work in progress) -started work on the final cake boss (may be too large?) -missiles stop at playfield borders 9/4/16 update -reworked some parts of the enemys move, seems more stable and less blurry Teh_Legend_of_Fritz 28.binTeh_Legend_of_Fritz 28.bas
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quick update still need to fix sound priority moved code into more or less a straight line through the banks with little or no repetition saved 56 cycles also added 8 directional movement back and the ability to shoot through walls, I'm thinking of using a constant to check if missiles go past borders instead
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- added some fire to first boss - added ieposta's optimized code (not all of it, some things in the game were not working correctly) - removed 8-directional movement (the biggest hog of cycles was moving diagonally) - arrows that hit walls stop - adjusted enemy movement - moved more code around (at a loss of cycles, still analyzing a clean pass from bank 1 through bank 8 with the least amount of redundancy) 469 bytes of ROM space left in bank 1 1253 bytes of ROM space left in bank 2 1721 bytes of ROM space left in bank 3 2770 bytes of ROM space left in bank 4 2246 bytes of ROM space left in bank 5 2139 bytes of ROM space left in bank 6 2932 bytes of ROM space left in bank 7 1205 bytes of ROM space left in bank 8
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As far as I have heard Javatari doesn't do DPC+ games. Did you try it in Stella?
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- added the start of dungeon 2 & 3 I'm running out of room since everything was put tight into the loop so I moved the player drawing code to its own bank for now
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Thanks the cycle counts are looking pretty good now with everyone's help. I was working on the boss yesterday trying to get him to throw the ball at the player but couldn't get it right. The hope is once I get it working I can make it so the player has to dodge the fire until he goes into a certain animation frame where he can take damage, but that's what this game was about a platform to learn types of enemy AI. The bat was fixed in the latest version with a diagonal random variation of the maelstrom code(although I am still interested in how nintendo got the bat to slow down to a stop). I probably need to change something in how the enemies are assigned a type of AI but be able to switch to another behavior on a timer possibly, and certain enemies should be limited to only certain behaviors. Neat idea, I had a thought to add 2 more dungeons and a overworld map to this game. I could use a password screen like the old Gameboy Castlevania games used with 4 icon boxes to enter the passcode in to start the next game with perks earned or to restore a current game. I was thinking of this old joke until a functional item replaces it Maybe it will be the main goal to assemble the cake then defeat it? I added the trick door on this version, I also pulled the zelda theme out (it sounded terrible)
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I worked a little more on it. This version has SIO2's fixes (except a couple). I was going to leave the pause feature out, but it works and SIO2 fixed it up better. So this version: - ieposta's eliminate goto's where needed - SIO2's new fixes - my fixes (mostly killing more redundancy) added a vblank to _Timer - I moved alot of code around to make space in bank2 for more music and also moved similar code together (like missile1)(collision code) - Fixed a minor mechanic in firing the bow, if you release the fire button the shot will continue to travel to its normal max distance. - The Maelstrom code was expanded so the enemy isn't spinning out of control (I do need to work on it more to tighten it up, but looks better now)
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That's interesting I got the bit about removing the excess goto's but it didn't save any bytes. But I did manage to improve the AI by adding an extra counter to open a smaller time the enemy can move in. Will work more this weekend and post the results.
