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Lumi

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Posts posted by Lumi


  1. Hey all, I've posted about this before and got positive reception, so I'm trying to bring more attention to it. Any feedback is appreciated, although there's not much space left in the ROM for new features.

     

    This is an Atari 2600 homebrew game that's been in development for a while, and I believe it's finished now. It's a 4K, single player paddle game with SaveKey/AtariVox support.

     

    post-44583-0-93121600-1460528619_thumb.pngpost-44583-0-46737500-1460528627_thumb.png

     

    Plot:

     

    In this game, you are an explorer from the year 2050. Much of the world's rainforests have been logged, leading to the discovery of a large temple constructed by ancient civilizations eons ago. You are among the first to be allowed to explore it.

     

    The entrance to this temple is across a long stone bridge, which you have chosen to drive across. Inside the temple you find a golden idol on a stone pedestal. Although you are supposed to leave everything you find, your greed gets the better of you and you remove the idol from where it has sat for thousands of years.

    Suddenly, the ground begins to shake. Bricks fall from the ceiling. Maybe this wasn't such a good idea! You run outside just as the entrance caves in. As you get in your car and drive away, you realize that the bridge's supports have dislodged and it's all collapsing behind you! There's no time to think - just drive!

     

    In this game, you must use the paddle controllers to steer your car left and right, avoiding obstacles in your path while collecting treasures.

     

    When you touch a treasure, you will get 1500 points and it will be added to your collection (the yellow dots on the left side of the status bar). You can have up to 5 treasures in your collection at a time. At any point, you can press the paddle controller's trigger to "burn" a treasure, giving you the energy to jump a short distance over any obstacles in your path. Any treasures you have left when your game ends will grant you an extra 1500 points. The game is won upon reaching 99,999 points.

     

    There are different kinds of treasures. Some of them will grant you unique powers:

    post-44583-0-09463600-1460528781.png Gold coin: Does not grant any powers, is only worth points.

    post-44583-0-21473900-1460528808.png Necklace: Gives you an extra life (the red dots on the right side of the status bar). You can have up to four lives at a time.

    post-44583-0-52510800-1460528816.png Jar: Lets you pass through all barriers for a few seconds.

    post-44583-0-82112300-1460528841.png Statuette: Lets you jump as much as you want with no penalties for a few seconds.

     

    The game will speed up when you get enough points. There will be a transition period where the game stops generating obstacles briefly, and the speed-up will occur while there are no obstacles on the screen.

     

    The difficulty switches toggle certain features. I highly recommend setting both to A for the full experience (Note: Stella sets both to B by default):

    - The left difficulty switch will make obstacles farther apart (B) or closer together (A).

    - The right difficulty switch turns moving obstacles off (B) or on (A).

     

    If the game feels too easy for you, enable Speed Freak mode! Simply press the game select switch at any point. When the title screen's background is red, this mode is enabled.

     

    Finally, the most important feature: if you press the paddle trigger while you have no treasures in your collection, you can honk the horn! Wow!

     

    As previously mentioned, the SaveKey and AtariVox are fully compatible for saving high scores (although there are no AtariVox speech functions). It saves unique high scores for Normal and Speed Freak modes. If you want to clear your high scores, press the game select and game reset switches at the same time.

     

    Drive! v1.4 NTSC.bin

    Drive! v1.4 PAL.bin

     

    Additionaly, here's a possible label I have for now:

    post-44583-0-39008600-1460528999_thumb.jpg

    • Like 8

  2. I've found two shops that carry Atari games in my city. One of them is a big game reselling emporium that has quite a good selection, assuming you're willing to pay $15 for a loose copy of Combat. The other is a smaller pawn shop which "prices their games so that they'll sell quickly". All their 2600 games are $5, which isn't too too bad, the downside is they're always commons and they only have 3-5 at a time. I've never seen an Atari console in the wild so I don't know what those go for.

     

    Actually, there is one other place I know of that sells Atari stuff. I walked in, saw they had priced a Dr. Mario (NES) loose cart at $55, and immediately walked out. Let us never speak of it again.


  3. I've given you permission to edit all the posts you've currently made in the thread. You might want to only post binaries to the first post in the thread and update that one. If this thread was in the 2600 Programming forum, you would be able to edit any of your posts indefinitely.

     

    ..Al

    Thank you! I'll do that once I get my computer back.


  4. Hello. I added both NTSC versions to my Harmony cart and can't get the game to start. I see the main menu and the music plays (very nice by the way), but I can't start the game. :?

     

    Should it not work on the Harmony?

    Hmm, it should definitely work on a Harmony.

     

    Two ideas:

    1) Are you using paddle controllers? This game is like Kaboom! or Circus Atari in that it can't be played with a joystick.

    2) Are you trying to start the game with the game reset switch? That switch is used to re-boot the game. You have to use the left paddle's fire button to progress past the title screen. It also has to be plugged into the left controller port (you used to be able to plug it into either port, but it caused issues with the AtariVox features).


  5. Hey, me again ;)

     

    I distella'd your rom. I modified the start of frame in a more traditional way : 2 > vsync, 3 wsync then 0 > vsync. To keep the count, I removed 3 following wsync and 0 > vsync, between F061 and F0BD

    In your code, vsync is asked at scanline 276 and closed at 312, which is probably in the visible section of the screen.

     

    Your game is now perfect on a PAL console ! :)

     

    Really? Vsync is kept on for that long? That's not how I programmed it! (But I guess mistakes happen when you don't comment your code thoroughly...)

     

    I'll take another look at it to see where it went wrong. Unfortunately my laptop had to go in for repairs, along with the most recent version of the source code, so I can't check it at the moment. But thank you for taking the time to fix my mistake! I'm very happy to know PAL users can play it without jitter or artifacts now :)

     

     

    By the way, just a question... I'm not saying it will, but if this game were sold as a cartridge in this form, would anyone actually buy it?

    • Like 1

  6.  

    Thanks for this rom ! It doesn't jitter anymore ! Well except for some rare times but they are for sure caused by my paddles. It's now far more playable en enjoyable, great :thumbsup:

     

    I haven't ckecked how many scanlines you're firing, but just to let you know, I'm afraid this is not the right amount for pal 50, as I get artifacts on the top of the screen.

     

    Hmmm.

     

    According to Stella the PAL version is 312 lines, so I have no idea why there would be artifacts.

     

    I'm mainly guessing at this point because I can't test it, but try this. I may have misunderstood how PAL sets interpret the VBLANK signal.

     

    Drive! v1.3.1 PAL.bin


  7. Looks good!

     

    I suggest that you post a thread in the main Atari 2600 forum. That will give you attention and feedback from more non-developers.

    I've done this!

     

    Also, I have updated the game one more time. I also now have a speed-adjusted (except for the sound effects) PAL50 version working.


  8. Thanks, everyone!

    Nice job ! I love the music, did you use your own music routine ?

    Yes, actually! I designed the music routine to play only that one song, so it's easy on RAM and ROM space, but isn't very useful if you want other songs.

    I noticed a lot of jittering though my paddles were cleaned quite recently. Did someone else noticed that too (PAL60) ?

    Hmm. I don't know why it would be jittering, I hope it doesn't have anything to do with it being PAL60. In any case, here's a standard PAL version that's been speed optimized (except for the sound effects):

    Drive! v1.3 PAL.bin


  9. [Make sure you download the files attached to this post, as they are the most recent. I only have permission to edit this post.]

     

    Hello, everyone!

     

    I've been developing an Atari 2600 homebrew game for the last little while, and I think it's nearing completion, but I'd like to get more feedback before I call it final. It's a 4K, single player paddle game with SaveKey/AtariVox support.

     

    post-44583-0-09793900-1457458441_thumb.png post-44583-0-83159000-1464648192_thumb.png

     

    Plot:

     

    In this game, you are an explorer from the year 2050. Much of the world's rainforests have been logged, leading to the discovery of a large temple constructed by ancient civilizations eons ago. You are among the first to be allowed to explore it.

     

    The entrance to this temple is across a long stone bridge, which you have chosen to drive across. Inside the temple you find a golden idol on a stone pedestal. Although you are supposed to leave everything you find, your greed gets the better of you and you remove the idol from where it has sat for thousands of years.

    Suddenly, the ground begins to shake. Bricks fall from the ceiling. Maybe this wasn't such a good idea! You run outside just as the entrance caves in. As you get in your car and drive away, you realize that the bridge's supports have dislodged and it's all collapsing behind you! There's no time to think - just drive!

     

    In this game, you must use the paddle controllers to steer your car left and right, avoiding obstacles in your path while collecting treasures.

     

    When you touch a treasure, you will get 1500 points and it will be added to your collection (the yellow dots on the left side of the status bar). You can have up to 5 treasures in your collection at a time. At any point, you can press the paddle controller's trigger to "burn" a treasure, giving you the energy to jump a short distance over any obstacles in your path. Any treasures you have left when your game ends will grant you an extra 1500 points. The game is won upon reaching 99,999 points.

     

    There are different kinds of treasures. Some of them will grant you unique powers:

    post-44583-0-87321600-1457458910.png Gold coin: Does not grant any powers, is only worth points.

    post-44583-0-66216500-1457458918.png Necklace: Gives you an extra life (the red dots on the right side of the status bar). You can have up to four lives at a time.

    post-44583-0-30472500-1457458934.png Jar: Lets you pass through all barriers for a few seconds.

    post-44583-0-24946100-1457458939.png Statuette: Lets you jump as much as you want with no penalties for a few seconds.

     

    The game will speed up when you get enough points. There will be a transition period where the game stops generating obstacles briefly, and the speed-up will occur while there are no obstacles on the screen.

     

    The difficulty switches toggle certain features. I highly recommend setting both to A for the full experience (Note: Stella sets both to B by default):

    - The left difficulty switch will make obstacles farther apart (B) or closer together (A).

    - The right difficulty switch turns moving obstacles off (B) or on (A).

     

    If the game feels too easy for you, enable Speed Freak mode! Simply press the game select switch at any point. When the title screen's background is red, this mode is enabled.

     

    Finally, the most important feature: if you press the paddle trigger while you have no treasures in your collection, you can honk the horn! Wow!

     

    As previously mentioned, the SaveKey and AtariVox are fully compatible for saving high scores (although there are no AtariVox speech functions). It saves unique high scores for Normal and Speed Freak modes. If you want to clear your high scores, press the game select and game reset switches at the same time.

     

     

    So, that's everything you need to know! Feel free to give feedback. However, there is very little free space in the ROM, so I probably won't be able to implement any extensive new features. Sorry about that.

     

    [Please make sure you download the following files]

     

    Drive! v1.5.3 NTSC.bin

    Drive! v1.5.3 PAL.bin

    • Like 14

  10. OK, everyone! Version 1.2 is live! See the first post for details.

     

    I did have to sacrifice some features to get the treasure graphics working, but maybe you won't notice. (Unfortunately it's not totally stable, and the treasures have some issues with vertical placement, especially noticeable on the first speed. It's just a result of cramming way too much into the kernel.)

     

    As a result of adding the SaveKey features I'm pretty much out of usable space, so there's not a lot more I can do with this. (Also, if someone with an actual SaveKey/AtariVox could verify that it's working on the real hardware, that would be great. I don't see why it wouldn't, I'm just scared like that.)

     

    By the way, everybody, thank you for being patient and dealing with my incompetence. I have less than a year of experience with 6502 and the Atari, so this has been a real learning experience. :)


  11. Why aren't you using different sprite graphics?

    Mostly, it's a matter of saving time in the kernel. I'll try to optimize it more, but if all else fails I might have to sacrifice some graphical detail in the car or background.

     

    Anyway, I prepare a new thread SaveKey for Dummies!. I hope that answers all your and future questions.

    I said it in that thread, but this amazing! Thank you for doing this! :)


  12. Good suggestions! I should be able to do some of them easily. Just a few things...

     

    The scrolling after 10,000 points is still jerky, after multiple 1 line scrolls follow multiple 2 lines scrolls.

    The difficulty increases too slow, especially in the beginning its more a game of patience than a challenge. Every 5000 points would be better.

    Hmm. I thought I solved the first problem but it's back for some reason... Maybe I should go back to the original way of gaining points, it would solve both of these issues at once.

     

     

    It would be nice if the power ups would be recognizable.

    I've struggled endlessly trying to make them more distinct from the dark background - It's hard because the Atari's bright colours are so desaturated. I thought I had struck an acceptable balance this time, but maybe I'm just used to them being a little tough to distinguish.

     

    I wonder, if I flickered them between a dark and light colour, would that help make them more distinctive? I'll try it, it's the only solution I can think of.

     

     

    If you have ROM space (~150 bytes), you should try to support the SaveKey.

    I had a lot of trouble with this. A few months ago I spent a number of days researching how it works, but found very little of use. Apparently I have to use Richard Hutchinson's website to reserve a space in the static allocation area, but his website has been down for a while now. There also doesn't seem to be any example code showing its use in a real program. I don't like guessing how hardware is supposed to work, especially when people's save data is on the line. I'm sorry if this seems stubborn, but trying to piece together all these scraps of information is a real struggle.

     

    Edit: does this car look any better? I'm trying to make it so no parts contrast with the background, but again, there's the saturation issue.

    post-44583-0-57103000-1457229697_thumb.png


  13. Very fun! I like the theme change to a car, and the main sprite looks nice. Paddle controls feel nice. I like the addition of the risk/reward "jump" mechanic. The sounds are really nice too. What else are you planning for this game, or is it mostly done?

    Thank you!

     

    I feel like it's mostly done at this point, unless anyone can think of anything I should add (provided it can fit in the little chunk of free space in the ROM). I may release v1.1 in a few days to improve some colours and sounds, maybe add a hidden hard mode, but other than that there's not much I can think of.

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