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Everything posted by fantômas
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Thank you for the investigation! I think that it is the warm reset that makes the difference..... But I hate to have to do this to make it work....
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I just remembered that BL had several protection routines that could crash the Atari if certain conditions were not met. For example there is a test that if activated turns the first level into this: (It reminds me of something 😉) Here is the code of this routine: L30A9: lda #$00 tay L30AC: eor L06F3,Y ; watch out, this is a code loc iny bne L30AC cmp #$62 bne L30B7 ;If computed values is not #$62 then branch and program will crash rts ;Intentionally crash computer - Should be removed at some point L30B7: ldx #$FF asl L30C4 ;Is changing address L30C4 below lsr L0101,X lsr L0117,X ldx HOLDCH L30C4: .byte $4D,$40 ;TXS - ASL L30C4 from above changes this at run time So if something changes the memory range 0x6F3..., the Atari crashes... Couldn't the FMS do that?
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Thank you! I'm afraid all this is a little beyond me. Is there anything I can do to avoid having to disable this option? Otherwise, here's what I understood from the way the XEX is built: segment A actually corresponds to the memory range $2000-$7BFF, but segment B ($7C18-$97FF) will be copied later at $0418-$1FFF. We therefore have at the end the memory range $0418-$7BFF entirely from the bytes of the XEX (segment A+ segment B). The other segments correspond to the title screen and the text animation.
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You're right, you're right! So I changed, and the RC9 uses the console keys instead of the space bar. Thank you very much for your feedback. I have to say, I'm not sure what to do. The RC works on my 800XL (tested with Side2 and Ultimate Cartridge). I propose you an RC9 with some modifications, but I move in the dark. I join it with and without the new intro screen. RC9 With New Title Screen.xex RC9.xex The RC8 version is based on a different XEX of Bruce Lee than the RC7 version. I also attach this version for testing. Bruce Lee (1984) (Datasoft).xex If fortunately the version with the new intro screen eventually works, I will take a look....
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Hi, I finally found time to do what I talked about. So here is a new RC, based on the HomeSoft version of Bruce Lee. I imported the new sprites into the HomeSoft xex (TIX, I hope I did this job well 😰. I wrote a program to do that, but there can be errors), Changed the title screen: Changed the version (Ctrl+V): Bruce Lee (full sprite hack RC8).xex
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This is something I noticed when trying to create new maps: when the game engine arrives in an unexpected state, it makes some kind of reset and it gets back into a stable state. I think it's better than just crashing 😉! I do not think that this is a bug ... The frame is used in several situtations, especially during the jump animation. Maybe the picture has changed a lot during the development and has become finally incongruous when not used for a dead Bruce Lee. It's just a hypothesis 😉. The engine does not differentiate between the three actors except on rare occasions. And this is one of them. This movement during the fall is reserved for Bruce Lee, probably because the upper part of his body is much wider than the lower part 😉.
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Hi TIX, here's the XEX: Bruce Lee RC7.xex Just three brief remarks: Philsan and I noticed some glitches on the title screen. It's not a big thing but that’s something I don’t recall seeing on another version of BL. So it might be better to use the XEX from Homesoft as a basis as Philsan recommends. You may not know this, but you can display the game version using Ctrl+V: Maybe we should put a special label like "TIX’s Spriteset" or anything else. If you want a different intro screen, you can send it to me, I'll try to include it. Finally, thank you for your hard work! 👍
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To avoid this: During the fall, when the lower body drops without hitting anything (PM0=Black PM) but not the upper body (PM1=Pink PM), the engine moves Bruce a little to the right or a little to the left. Let's move him a bit more: I changed tree bytes: $00003C20: $1C -> $91 $00003C21: $18 -> $17 $00003C29: $DE -> $91 Bruce Lee RC6-nodeathframe-infinitelives-fall.xex In assembler jsr MoveRight jsr MoveDown jmp MoveDownAndSetStateToFall becomes: jsr MoveRight jsr MoveRight jmp MoveDownAndSetStateToFall The same for the movement on the left.
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I changed three bytes in the RC6 XEX: Desactive all death frames (I hope!): at offset $44FF: $08 -> $44 at offset $4538: $08-> $44 Infinite lives/falls for testing: at offset $373a, $c6 -> $a5 (i.e I replaced DEC $26 by LDA $26) Bruce Lee RC6-nodeathframe-infinitelives.xex
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Fantômas does not fear the commissaire Juve! The three movies from the sixties are not generally regarded as good film adaptations of Fantômas but I love them too! 🙂
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I think there were two bytes left to change: At offset $000044FF: $08 -> $44 At offset $00004538: $08 -> $44
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Of course, it would be nice to propose the new actors with the new maps that we are trying to create: But it is too early: we are far from having enough material. Maybe in a few weeks if we progress enough ... and if you are interested of course 😀
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I confirm, the engine checks for player/missile collisions (MxPL and PxPL registers). Yes, this is a great effort! Besides, I can offer him a third job!
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I Changed two bytes in the XEX At offset $00004670: $08 -> $1E At offset $00004690: $08 -> $1E $08=(2*4 = ) Frame 4 = Death Frame $1E=(2*$F = ) Frame 15 = Coiling Frame Bruce Lee (new Yamo-Ninja.fixed)-death-frame.xex
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Yes you are right ... I am very surprised, but the death frame is reused during the jump animation! The complete animation is as follows: Of course, it is possible to change that, but I do not know if it's worth it ... P.S. For those who are familiar with debugging in Altirra, it is possible to display the current frame number with the following command: For Bruce: ba -n w $7806 ".printf 'Frame=%02x' db($7806)" For Yamo: ba -n w $7807 ".printf 'Frame=%02x' db($7807)" For the ninja: ba -n w $7808 ".printf 'Frame=%02x' db($7808)"
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He hit some fatal thingy. He is dead.
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As Ute said, the game engine is heavily based on collision with color. Collision with: color0 = Bruce hits the ground color1 = Something special may have happened, for example, Bruce hitting a lantern... or a rat ... What is under Bruce is taken into account to check. color2 = Bruce has reached a ladder color3 = Bruce hits an obstacle. You can use the XEX to see what's going on. Great job otherwise! textpm.XEX
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Teaser I. Pal. Press start to restart. Teaser I-pal.XEX
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Built-in emulator and debugging tools!! Wow! You’re even crazier than me! For Bruce Lee, I wondered if assembler language was the only option for custom code... Why not use a simpler language like Basic (cross-compiled of course)... Just a slightly crazy idea....
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A quick update to show the progress... The editor is now more sophisticated and you can for each map : Edit the map data Edit the init and exec routines The editor generates also assembly code and we hope it will soon be possible to directly (and silently ) run Mad-Assembler (MADS) to produce an XEX. The attached XEX was generated in this way. This XEX also shows that the transition between maps is now handled: Bruce can go from map 0 to map 1 thanks to the ladder. bl.xex
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You're right! New symmetry: Test4.xex
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The new version of the data.asm. I erased the pixel to try ... Tell me what you think. data.asm Fury.xex
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Do not worry. It does not matter. What matters is Bruce Lee! Some of Dmc's maps are superb, I think. Fury.xex
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Hi, I play with the editor and with the code. The engine adapts very well to a new map even if you have to pay attention to colors . 2 fonts on screen, 5 dlis. bl3.xex
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About my previous post: the floor detection is also done by collision detection. In Altirra change: 1558: 85 B6 STA $B6 ; /* copy (P0PF|P1PF)&F to $B6 */ by 1558: EA NOP 1559: EA NOP then set $B6 to 1 and then Bruce Lee flies Moreover in the game if we look precisely, we see that Bruce Lee is a pixel in the ground So Floor=[((P0PF|P1PF)&1)==1] Conclusion: use COLPF0 for the floor.... And COLPF2 for the ladders and COLPF3 for the walls and COLPF1 for ....
