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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
A little update I added a simple titlescreen that shows when the game is booted on first time -
Shadow of the Colossus.bin Holding the fire button down will get you to the inventory, the overworld is bird's eye view, locations are sideview. This game will once again need a complete overhaul so here's the source to ver 2 SOTC ver II.bas
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Played it for a minute, neat 3-d effect with the lighthouse! Got 400 points..
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I just picked up a heavy sixer at the flea market down the street for $15 to retire my 4 switch woody( The later suffered from a broke game select switch). Nice sharp color on the Sunnyvale model, so I fired up all my favorites Haunted House, Superman, Venture, Adventure, Defender, Ms. Pac-Man, Asteroids, Berserk, Raiders of the Lost Ark, Space Invaders, Pitfall!, Donkey Kong, Keystone Kapers, E.T., Atlantis, Enduro and of course Riddle of the Sphinx. I would like to try some of my other games but have yet to find any keyboard controllers. Also want to pick up Pitfall II Lost Caverns, Empire Strikes Back, Star Trek Strategic Operations Simulator, River Raid, H.E.R.O., Krull, Wizard of Wor, and Stargate
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Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
Ok back to working on enemy's, ai paths, some tweaks to the world layout, game variations, a titlescreen, demo mode and hope to add support for a second player brawl mode too. -
Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
thanks RT if i can help in anyway just pm me -
Just had a brainstorm for an adventure game since atari never completed the swordquest series how about an adventure where you collect the swordquest prizes or has someone already done something similar?
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Javatari Emulator is now Javatari.js! 100% HTML5/Javascript
ultima replied to Paulo Peccin's topic in Atari 2600
I just downloaded it and the sound seems to be way off on my homebrew -
Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
hmm not sure if anyone on here could help but i've found a nasty bug in the game that I can't figure out. if you beat the game around 4 times in a row the players lifebar changes color then on beating the next game the lifebar starts cycling colors as the player moves eventually crashing the game after reaching the winning condition. Any help would be greatly appreciated! Here's the source (sorry the comments are not up to par) -
Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
Ok build 7 is in the first post has random placement of objects it also gets more action as you complete the sword next up I would like to work more on enemy locations, ai paths and make some tweaks to the world layout -
nice game I like the dungeon view and animation
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Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
Update** Latest version is in 1st post added back screens removed from the first version added another weapon option in the difficulty switches fixed a few small bugs like the death screech and rearranged the code layout oh and after re-reading the viking myths I renamed the game to fit closer to a real viking theme in the next update I'll be working on random placement of objects and enemies -
Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
I made an update it has random terrain's collision fix and I added one difficulty switch (right side I think) to control enemy speed A difficult/B easy. Update is in the first post. Will add more later... -
thanks I went with the multiplication and the byte saver if joy0left then _Bit3_Flip_p0 = %00000000 : _Bit2_Flip_p1 = %00000000 if joy0right then _Bit3_Flip_p0 = %00000100 : _Bit2_Flip_p1 = %00000100 works like a charm and saved a couple bytes too
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sorry I will simplify the question. Is addition faster than multiplication? example: (moosegizzards * 2) is the same as (moosegizzards + moosegizzards) so I am figuring that in 6502 asm that one of these statements will compile a smaller faster solution.
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I was on RT's site looking at the sprite flipping example and got a question about this dim _Bit2_Flip_p1 = a dim _Bit3_Flip_p0 = a player0: %01111110 %11111111 %00011111 %00000111 %00011111 %11111111 %01111110 end player1: %10101010 %11111111 %10000011 %10101011 %11111111 %10010011 %11011011 %10010011 %01111110 end COLUBK = 0 player0x = 68 : player1x = player0x + 20 player0y = 55 : player1y = 55 __Main_Loop COLUP0 = $1E : COLUP1 = $AE if joy0left then _Bit3_Flip_p0{3} = 0 : _Bit2_Flip_p1{2} = 0 if joy0right then _Bit3_Flip_p0{3} = 1 : _Bit2_Flip_p1{2} = 1 rem ```````````````````````````````````````````````````````````````` rem ` Note from SpiceWare: rem ` rem ` REFPx registers ignore everything except the value in bit 3. rem ` REFP0 = _Bit3_Flip_p0 rem ```````````````````````````````````````````````````````````````` rem ` Note from SpiceWare: rem ` rem ` Multiplying by 2 will shift all bits to the left one rem ` position, so what was in bit 2 ends up in bit 3. rem ` REFP1 = _Bit2_Flip_p1 * 2 drawscreen goto __Main_Loop this section: rem ```````````````````````````````````````````````````````````````` rem ` Note from SpiceWare: rem ` rem ` Multiplying by 2 will shift all bits to the left one rem ` position, so what was in bit 2 ends up in bit 3. rem ` REFP1 = _Bit2_Flip_p1 * 2 is using multiplication so my question is would it have any impact on the number of cycles by just adding _Bit2_Flip_p1 to itself? I modified it and compiled it and found it still takes the same amount of bytes and produces the same result via: REFP1 = _Bit2_Flip_p1 + _Bit2_Flip_p1 I also found that by changing this it also produces the same effect and uses 7 bytes less if joy0left then _Bit3_Flip_p0 = %00000000 : _Bit2_Flip_p1 = %00000000 if joy0right then _Bit3_Flip_p0 = %00000100 : _Bit2_Flip_p1 = %00000100 rem ` REFPx registers ignore everything except the value in bit 3. REFP0 = _Bit3_Flip_p0 + _Bit3_Flip_p0 rem ` Multiplying by 2 will shift all bits to the left one rem ` position, so what was in bit 2 ends up in bit 3. REFP1 = _Bit2_Flip_p1 + _Bit2_Flip_p1 although I am not sure if it saves anything on cycle counting
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Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
Thanks Papa in fact it is a giant spider! The other enemy is only known as "the thing from the forest" Wow that code is rather math heavy for collision I'll see if i can break it down into caveman code lol ** got this working thanks you can rub all over the walls now!! unfortunately a side effect was the size went -84 bytes of code left so I ripped out some screens and it worked great -
8-27-18 Rev 2 Last Build NTSC The Sword Of SURTR.bin Loki the god of mischief has stolen the sword of the fire giant Surtr and hidden it away!! Take control of Haldor and find the lost blade then seek a way into Valhalla to bring it to Odin himself... Will you journey through the ice caverns of the Dwarves? Or seek out the Mysterious Old Man up in the mountains? Or command your Dragon ship through a deadly Maelstrom in search of unsung treasures? The choice is yours!! Press the fire button to begin a new game and use your weapon. Simply walk over items to pick them up, most have a visible effect on the player. Search the world carefully, secret entrances long hidden may contain wondrous treasures or deadly creatures. A viking action/adventure for the Atari VCS and Flashback Portable. Seek the Sword of Surtr and bring it to Valhalla. Beware of Vikings, wolves, ravens and traps. Seek powerful artifacts to aid you in your quest. Use with Joystick controller. Console switches used: -Reset starts new game from Titlescreen -Left Difficulty A-Player has only 1 life B-Player has infinite continues and retains inventory items.
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Thanks R. T. much appreciated.
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Can data be used in a if then statement? Such as: Genericsub If var{4} Then data 1,2,3,4 End Else data 2,3,4,5 End Return
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Would this help? dim fire = a c{1}=0 c{2}=0 player1x = 50 : player1y = 50 player0x = 70 : player0y = 50 e=60 fire = 0 loop COLUBK = $00 : COLUP1= $5A : COLUP0= $0A if joy0up then player0y = player0y - 1 if joy0down then player0y = player0y + 1 if joy0left then player0x = player0x - 1 if joy0right then player0x = player0x + 1 if player0x > player1x then fire = 1 : c=%00000010 if player0x < player1x then fire = 1 : c=%00000001 if fire = 1 && c{0} then missile1x = player1x - e : missile1y = player1y - 1 if fire = 1 && c{1} then missile1x = player1x + 1 + e : missile1y = player1y - 1 if e>60 then e=0 : fire = 0 : missile1x = 0 : missile1y = 0 e=e+1 player1: %00000000 %00000000 %00000000 %00111100 %01111110 %00000000 %01111110 %00011000 end player0: %11100000 end drawscreen goto loop spaceship code.bas.bin
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it fights the player too much but might make an excellent pinball machine
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The part where your checking the f variable could be done as a subroutine then you could also remove each player graphic out as a sub called by the sub check on f. It should free up the cpu from reading all the player graphics and instead call one check on f and send it to the appropriate frame then return back in the loop..
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I'm not sure how I'll do that without testing several possibilities but I think first off it will require a Genesis controller or dual joysticks (Raiders of the Lost Arc style) for actions selection. It will require at the least a gravity engine with some inertia attacks by the colossi. My biggest concern atm is how to code the light rays from the ancient sword to "find" the colossi, and how Dormin will convey info to the Wander...in bB
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Been working on some ideas to bring this into some kind of playable form. Here's a few working screenshots any thoughts?
