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Thomas Jentzsch

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Blog Comments posted by Thomas Jentzsch


  1. Many thanks for the compliments and suggestions.

     

    I haven't decided yet if hitting the wrong color will restart the sequence or only decrease the timer. Restarting will probably result into game over too often.

     

    The power up ideas are good, but probably require too much space. Though I might check reversing controls or swapping the colors when hitting the enemy.


  2. First thing that comes to mind: could use same method as Kaboom!: lose a life and go down one level. Of course, then you have to add "lives," which you may not want to do. Maybe move down one level and have a time penalty?

    Yes, adding lives would probably cost too much space.

     

    I don't think advancing a round without successfully completing it is good game logic, so I'd rule out #4.

    Agreed.


  3. Thanks. Yes, I think it's pretty unique. :party:

     

    Regarding the collisions (or wrong color), I am not sure how to penalize the player. There are a few options:

    1. game over

    2. timer decreased (game over when zero, this is fixed anyway)

    3. restart round, but with less time

    4. end this round without any points and go to next round

    5. ...?

     

    1., 3. and 4. could be good for enemy collision, 1., 2. or 3. for wrong color.

     

    By using option 1, the game would probably loose a lot of dynamic, because the player has to be extremely careful. So maybe 3. for enemy collision and 2. for wrong color could be good compromise.

     

    What do think?


  4. don't have my op code notes handy, though I suspect the ASL method would take an extra scan line.

    A few extra cylces, yes.

     

    BTW: Depending on the minimum and maximum possible positions, you may be able to set HMxx directly after the DivideLoop.

     

    Did you happen to watch the video I posted of my BBS software in action?

    Nope, must have missed that. Link?


  5. What I'm very happy about though, is that with Lady Bug we'll still see an Arcade conversion this year. And what an excellent conversion it is! It's been a while since I last bought me a 2600 homebrew game, but this one is a definite must!

    Definitely! I just tried the PAL-60 version on my TV and is is absolutely great! :lol:

     

    BTW: I am just having a controversity with someone at the German Wikipedia regarding Lady Bug. One guy really believes there was an Atari 2600 Lady Bug before and constantly removes my corrections. :)


  6. ]Actually removing the RESP is exactly the right approach. Maybe you should have a look at my 11 Invaders code.

    I thought you were doing some weird things with all the "patch" bits in order to blank the gaps. Then those are only to offset the whole set of rows, making it move, or?

    No, the offset is done by the code which jumps to the RAM display kernel.

     

    The patch bits are there for enabling and disabling the invaders. The code could be much simplier, but I tried to make the invaders moving range as wide a possible, so there are some extra patches necessary.


  7. Hm... I think I tweaked Eriks code some, just turning all STA RESP1 into STA RESP0 and it looked exactly the same :D

    Shouldn't be. When you RESP then the first copy doesn't show up. So NUSIZ has to be set to two copies close, with GRP0 and GRP1 interleaving.

     

    The only way I see right now would be clearing the GRP register. Just removing the matching RESP wouldn't do anything useful I think.

    Actually removing the RESP is exactly the right approach. Maybe you should have a look at my 11 Invaders code.


  8. 1. Why do all demos I saw, especially 11 Invaders stuff, use both sprites? It seems that one should be enough already. Else, what was the plan to display explosions?!?

    1a) Spacing

    1b) No explosions, just let them flicker

     

    2. What strategies are available to "not" display sprites in the chain?

    Selfmodifying code in RAM.


  9. I'm going to include Knight Jumper as a bonus game with Four-Play.

    Good idea.

     

    Since I'll need to explain how to play in the manual, it doesn't make sense to make it an Easter egg. However, I can still keep the means of starting it a secret. What do you think? Would you rather be told how to launch a bonus game, or figure it out for yourself?

    Depends on how hard you make it to find out. It shouldn't be too easy, then it makes no sense. And it shouldn't be too hard, so that everybody is able to find it. And they should then be able to play Knight Jumper without always having to "waste" a long time with Four-Play before.

     

    This limits the possibilities quite a lot. So probably, not hiding it at all is the better idea then.

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