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Blog Comments posted by Mord
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I've found Value Village (at least the one around me) would sometimes have a 50% off sale on the entire store, so perhaps you walked in on one of those kinds of days. I walked in one day to get a few things and had a similar surprise at the cash.
Finding a BOXED system at Value Village is pretty rare tho. Finding one of those at the one near me is pretty much unthinkable.

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The 7800 "EuroPads" look cool, but unfortunately they're not much of an improvement (at least in my opinion).Please leave me a glimmer of hope.
I still have to track some down after christmas some time tho. Even if they're a slight improvement, I'm probably willing to go for it. Of course, refitting an NES pad's insides would be kinda fun too. A shame I don't have the l33t skillz necessary for something like that.

Then again, knowing me I'd probably get carried away and try to set it up so all the buttons worked but it would be uncompatible obviously with existing games.

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I'm surprised they didn't contract someone who could already program the 2600, but there you go ...Odds are if Atari2600.com had dropped by the homebrew forums trying to contract a programmer, we would have sent them to the Non-programmer Peddlers thread by default.

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I would suggest make it a 16bit random generator and call it each frame. That should make everything very. very random.16-bit might be a bit overkill for the range of numbers I'd want to generate.
I just want to make sure the generator has at least a chance of generating all possible numbers from 0-255 (Although it does ignore 0's I believe as it resets itself upon seeing it.) I finished version 0.018 at any rate. I'll be posting it and the random number solution I've decided on in the next post.

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If you can spare a byte or two to keep track of what objects collided, that might be helpful, especially if you run the main game loop at 30Hz but can run the flicker routine at 60Hz.I ended up using two bytes to help track the gates afterwards. RoomGateKey, and GateMask. GateMask was used to help generalize the routine used for gate movement and key-gate collisions. All I have to do is have the gate's AI set their values. Loading a new room will (eventually) set both of those to 0 to make sure we don't have the code messing up objects it shouldn't be touching.
RoomGateKey equals the object ID of the key to trigger it. GateMask is essentially a bit selector to use on the CastleGates byte. (CastleGates keeps track of whether each gate in the world is open or closed.)
I just finished debugging the new code and the gate collisions now appear to be 100% reliable. I'll update the main blog entry with a beta for 0.018 - the next thing (and last thing for this version) is the conversion to a 16k rom format. Should be a lot easier to do this time now that I've separated different portions of the code.
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That I am, which is why I find it surprising. The thing is that it only sometimes happens during flicker. (Sometimes when it's got 4 objects to flicker, sometimes when it has 3, sometimes when it has 2...) The problem can potentially be in the Object Manager which selects the objects to display, or in the collision manager that determines what objects have collided and how to react. I'll end up checking the entire thing and getting it to work properly before I start adding more objects however. The whole point of making sure the gate wouldn't flicker was so that I didn't have to worry about the two objects that are overlapping never being displayed on the same frame. (And thus never reacting to one another)
I'm also in the process of restructuring the rom for a larger size (to hold more rooms, objects, etc) so I'll probably just try to get the new rom format working first before looking at it under a microscope.

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Just remember the switches don't work the same on the 7800. The difficulty switches are less accessible and the B&W switch is now a pause button.Hm. I'll have to keep it in mind for the BW switch. In fact I should actually finish hooking my 7800 up as well for testing purposes.
The things I have planned for the difficulty switches to control aren't something you'd change on the fly very often if at all through out most of the game so their being under the front of the console shouldn't be any worse off than someone playing on a 4-switch or junior. (or in my case, a Gemini!)
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I'll eventually be switching over to linux myself. Right now XP is still working fine, and I do have quite a few programs that may or may not work in Linux (with Wine and the like) so I let it slide. I do download the occational installer disc/liveCD etc for various linux builds "just in case".
Basically I'll be switching over when the current harddrive fails and M$ refuses to re-validate my registration code for it, or tries to force me to upgrade to Vista. XP is fairly nice. Vista is an ugly stain.
Thus when it comes down to "Either Linux or Vista", I will be making the plunge regardless of what programs I'll lose in the transition (either from incompatibility with Windows emulators like Wine, or from lack of a descent OS alternative.) -
Newfoundland joined Canada at the end of the 40's. Before that they were technically their own "country" although still tied to Britain.
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I just consider it a side effect of the movie industry basing itself in the same state.

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Yes. It's called a "stick".Nah, that's just a pencil with a software lockout. Burn the tip a bit and it's unlocked!
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A couple of long songs I'm aware of off the top of my head would be:
1. Gargoyles, Angels of Darkness by Rhapsody. (19:02)
2. The Odyssey by Symphony X. (24:14)
3. Art of Life by X-japan. (about 30 minutes - the live version of it is 34:07)
4. And Then There Was Silence by Blind Guardian (14:07)
I could list a bunch of songs by Dream Theater that border on the 10min mark.

But then these probably aren't very mainstream bands either.
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I saw a game store trying to sell Chrono Trigger for the SNES for about 149 cdn (which equates close to the same american these days). They might have dropped the price to 99 afterwards (to match their later Dragon Warrior IV) but unsure. I'm quite certain it's still in that store however.
I'm glad my brother in law gave me his copy for free one day since he didn't want it anymore.

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I occasionally drink 7up, but my favorite beverage is water. I just don't like soft drinks all that much.___
"Z, the sexiest letter of the alphabet."
-Zorak, "The Brak Show"
These last few months, it's been the same for me. I use to drink way too much diet cola (And before that, regular cola) so finally kicked the caffeine back in april or mayish.
Now I drink too much bottled water (regular and flavored) but at least it's cheaper than what cola was getting to be.
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I'm working on an Adventure-type game too once Happy Halloween is over (and when I'm taking a break from creating new puzzles for it.), but this one is more a shoot-em-up game like Xybots for the Lynx than an RPG. I don't know if I need your permission before continuing my game, since they're both similar to Adventure. I can stop because it's in the very early stages. Is your main character going to be a block, or are you going to change it to something that's not a block?The odds of our games being identical or very similar is about 0% by the time we're through. Either way, neither of us is trying to copy the other as far as I can tell and we'll likely end up with two sufficiently distinct games by the time we finish. Granted I won't likely finish mine til some time after 2009 at the rate I'm going.
I've got a 50k text file filled with ideas to add to my game, and barely 1% of it actually added there - still working on the basics!
So no, you wouldn't need my permission to continue with your own project, regardless of their similarity to Adventure.
And yes I will be using the square due to limitations of the hardware. (less flicker this way!)
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I find games were the easiest to play on the PC way back before the 386 came about. Most of mine were on floppy disks (5.25 and 3.5) since my Tandy 1000 SL/2 never had a real harddrive. But that's fine, since they all expected to be run from floppies! Ah the days of Kings Quest 1.
I never found typing something at the dos prompt to be considered "hard to play" really. do a directory listing, run the exe/com, which would most of the time be the only one on the disk.

Then again I stopped playing PC games between the Tandy days and the 486's, and only played a couple games into the early Win95 days before dropping "state of the art" PC games altogether. Still don't bother with current PC games, and likely never will.
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For choosing a soundchip, the best bet is to make sure whatever one you decide on is easy to get a hold of in reasonable quantities. I'd recommend against anything where you have to harvest the chips from decade old machines for instance.
So I guess in that case I may as well go with the GADGETT chip once supercat figures it out. What did you think of the plot, BTW?
The plot could work so long as it ends up meshing with the gameplay itself. Of course, the megaman series isn't far off from this kind of plot. Whether it's a terrorist organization or a mad scientist trying to mess up the world, the boss battles tend to be the thing I enjoy most about the megaman series. And is part of why I started getting away from the series in the later portion of the X series.

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rmt tracker. That reminds me to check it out.
*downloads*
For choosing a soundchip, the best bet is to make sure whatever one you decide on is easy to get a hold of in reasonable quantities. I'd recommend against anything where you have to harvest the chips from decade old machines for instance.

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What's the last thing to go through a sky diver's mind in that situation? Probably the pitchfork he lands on.

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If the seller was in canada, then the other manual would be french. Some games, rpgs especially, would usually have a french manual included with a game. The french would would normally be in black and white. I'd probably be able to identify if it was french if I saw a line or two of it as I at least recognize the language if not understand it.

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lda SpeedXf asl bcc 1$; no overflow clc adc PlayerXf sta PlayerXf lda SpeedX rol sec bcs 2$ 1$ sbc PlayerXf sta PlayerXf lda SpeedX rol 2$ sbc PlayerX sta PlayerX
27 bytes, 25 or 31 cycles depending on SpeedXf
Almost worked although had to change the sbc's to adc's it seems.

This left me with: (After my extensive comments being added to help my primitive thought processes
)lda SpeedXf; load SpeedX fractional. asl ; double it. (So we now have double the fractional portion in A. bcc NoOverflow; Was there overflow? (didn't need to pre-set/clear carry.) clc ; clear our carry for addition. adc PlayerXf ; <-- add playerX fractional to the fractional speed.. sta PlayerXf ; <-- store the new playerX fractional. lda SpeedX ; <-- load SpeedX (Never more than 4-8) rol ; <-- rol for double instead of asl works in this case beca.... ZOMG!!!! ; THE CARRY GOT SET PROPERLY!!!!!! (only good because we know SpeedX < 8) sec ; set the carry. (as we know it won't be.) bcs Finishing ; <-- skip NoOverFlow section. NoOverflow: ; <-- asuming no overflow occurred. adc PlayerXf ; add sta PlayerXf ; lda SpeedX ; rol ; Finishing: adc PlayerX sta PlayerX
When the sbcs were in there for the branches, we ended up with the walls being sticky when trying to push against them.
You can tell from the comments added what tricks I didn't realize could work.
... Looking over the code again, we can probably save some more by removing the sec... (And in fact the sec probably throws off the addition when I changed the sbc's to adc's.) Since we know the carry will always be cleared due to the low value of SpeedX...
The subtraction variation for moving in the other direction doesn't work unfortunately.
With addition we can add the two numbers in any order, but the order does matter for subtraction (7 - 3) != (3 - 7)! So we can't have SpeedX(f) in the A register, we need PlayerX(f) in there. Hm. can't post attachments in replies so can't show what happens. Essentially with the subtraction method given, when you try pushing against horizontal wall (like the bottom of the screen) instead of sliding against it as you move left, you end up moving right. (moonwalking?
) Interestingly tho, if you try to move sideways, the ball ends up acting like a solid wall and pushes you - but stops pushing you and passes over if you stop moving.
Thanks for the help! I've modified my move-right routine for it.
Every byte I save now could mean a feature saved later. *grin* -
I usually start my kernel at $1000 just so the page boundaries don't change while I'm fiddling with non-kernel code.
Put a VBLANK line or two after the status window for doing the horizontal repoisitioning.
Hm I never even considered using Vblank during the screen itself.
Colors have to be altered for the menu anyway so I can probably do a fade to vblank type of effect in the lines just before it. 
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God of War is fun. I don't own it but played it several times. It's on the To Get list at some point but not until I have a bit more cash to spend on games. The only reason I don't really like the Greatest Hits packaging personally is that the red spine clashes with the majority of my games.
In the end if I have to buy Greatest Hits packaging of a game I want to play or do without, I'll get the game. -
A possibility. I'm not entirely sure why what I did to the rom seemed to fix it in the end. But when I get back to the display in the next version to verify everything works the way it should I'll definitely keep that in mind.


php
in Mord's Blog
A blog by Mord
Posted
I'll take a look at WAMP a bit later. Although the enthusiasm has dulled a bit lately since dreamhosters has apparently killed off their Apache php stuff in the meantime. Meaning even if I rewrite my site for php, I can't actually put it up there and have it work it seems. I still plan on doing the redesign however, so using WAMP to build it up offline until I'm ready to find a new hosting service. No big rush on it now tho so I'm probably going to go back to working on code for a while.