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Everything posted by ultima
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I tried it in Javatari but it fails to load. Works in Stella ok though. Looks great so far
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- solved order of sound effects and added a new one - added a pause on the b/w switch (not sure why the playfield and players don't update color? Seems to only work on BK) - removed enemy speed control from difficulty switch - added SI02's music glitch fix - added collision check to enemy movement under maelstrom section - dropped weird backward music on overworld and replaced with a lovely G major chord shape - fixed a problem with secret walls opening before new screen is visible - cleaned up a lot of code and general readability in the source The cycles are a little jittery but seem to be out of the red. I'm not sure if there are any other issues/bugs or ideas to improve the gameplay anymore. If not I will try one more type of door (a trick door) and maybe a few items like torches to light dark rooms and some powerups to defense and attack bonuses ,what to do with the one difficulty switch now, plus the gamemodes which if all works out should be -story mode/-random mode/-2-player battle.
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I added the bits you posted in two versions. A has some stiffness in the controls. I think I can fix this with some eight directional arguments, and in its current form will better go in the maelstrom routines ( its already 4 directional). B version is without the movement bypass.
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I use paint.net open a new picture set the resolution. Turn on the grid. Then take a screen capture and open the picture then adjust the photo to atari aspect.
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Heres version 13 Found some more cycles in drawing the players Started a multi music switcher (still under construction sometimes it works other times it makes some screaming atari noises but eventually fixes itself) - press reset to fix immediately(if music crashes)
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Lol, true dude very true. I do want to play it on real hardware in the future. I did free up some processes this afternoon still trying to organize all the code to figure out if there are other areas that have become to complex or useless. Then the game still has lots of fine tuning. It seems like a never ending task to build a game engine just right. I still would like to see about adding more music and sound effects too.
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Nice work I added the title screen in and fixed a couple errors the mod to the breakable walls was missing some placement arguments. I also fixed the starting screen issue of firing at the dead tree to enter the dungeon and also fixed the boss. Ill post the .bas later when i grab my pc.
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Thanks SI02 & GroovyBee for the help. The version I posted seems to be useless for real hardware so I will return to an earlier build with the cycle savings (at least it has a more stable picture.)
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I managed to cut around 6 cycles removing some of the if..then statements with on..goto. It seems to blast out as high as 10 cycles over during certain enemy movement phases. BTW the enemy program under the headers _MaelstromAI & _MaelstromAI_II were modified from Random Terrain's collision prevention code to keep enemies off the playfield (as long as I establish pre-configured starting locations which at this time are only partially implemented).
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I seem to remember RevEng posting a similar topic to this but would like to ask it once more if anyone would like to share some tips on saving cycles.
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Thanks once again RT! As it turns out I neglected to run the "install_win.bat" and run the settings configuration fresh on VbB. I ran the conficted code and it now compiles correctly with 8 banks. Ok back to coding...
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That's good! I'm not crazy, but now I've got to track down the problem. I have no idea why it's not compiling this but it did all 8 banks on shadow of the colossus. Maybe windows 8.1 was sabotaged by micro$oft. But I must be missing a file or something. I'll try another install and hope for the best. **tried reinstalling again, no go. I guess if I needed a push to try learning pure asm coding I seem to have no other options.
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I reinstalled bB(64-bit) and VbB(568) and it works. It compiled a new multibank program as expected, but when I tried to run my old code it compiles as 1 bank not the 8 I expected :\ iffritrebuild4.zip
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Late post but did manage to kill the 16th colossus Malus. Unfortunately till my bB gets up and running again I can't update the collision detection so it's still the "rub the wall and get sucked in" style. Also the score graphics are from sword of iffrit.
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Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
added ver 10 to first post. didn't get a chance to try the loon's idea the reason is stated in the first post. -
Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
Managed to bring in some enemy A.I.(any good advise here?), and you have to defeat the boss to get to the next room with the triangle. also added a flash of color to the enemies when you get a hit in. Still can't track down why the player direction graphic is getting wonky. Here's the source if anyone wants a good laugh. -
Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
Ok, After ripping my hair out finally solved a bug (taking damage when passing through a door) also added another key, another door and added two false walls that can be shot open, also up and down directions for the character. I think it's close to functional but for some reason the player direction timing feels off so will focus on that in next update. -
Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
I worked on this a little more. Fixed one door added another that uses a different colored key. Started some work on drawing 4 directions to display character at facing direction that I might use in making holes in playfields using variations on pfline and pfhline. So it might offer door puzzles and secret doors found only by searching the playfields for weak sections. Once that gets worked out I want to try some ideas for enemy AI and finally remixing the game with the story mode included -
Why can't video games be easy?
ultima commented on atari2600land's blog entry in atari2600land's Blog
I agree. I remember playing a Tomb Raider game that had one of those quick time events (press the correct random button when we tell ya or die and we force you to do it over) I couldn't do it, so I sold it. I'm playing Fallout 4 and it's nice that the developers were kind enough to include godmode on the pc version for people like me whose reaction time get worse every year. -
Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
No Sword of Iffrit for now. The game is getting it's 4th reboot currently. You can try the new engine (in a fun mini game) in the first post. cheers -
Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
My early versions of the game had static item placement it wouldn'n be difficult to add it in as an alternative game, also had some plans for a two player duel game too. I did salvage 500 bytes today eliminating overused code. I will likely redesign everything from where its at, the engine is what im happy with. -
Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
Version 25 in 1st post. I think I have it where I like it, now I need to take some time to clean the code up see if there is any place where I can simplify it or rewrite portions. -
Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
Version 24 *see first post for changes. -
Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
Version 23 in first post. -
Not sure if it helps but in the titlescreen folder is an .asm file named "titlescreen_layout.asm" it should only have one listing for each kernel your using
