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Posts posted by SlidellMan
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I just wanted to thank those who provided criticism and advice on my project, as well as those who downloaded the ROMs and tried them on actual hardware and emulators. Especially to @Muddyfunster, @SmittyB, @RevEng, @mksmith, and @Mord. It means a lot.
gameover gameover_flag=0 fire_debounce = 1 gameover_loop if lives=0 then gameover_flag=1:clearscreen plotchars 'game over!' 0 40 16 if joy0fire && !fire_debounce then clearscreen:goto continue if !joy0fire then fire_debounce=0 goto gameover_loop continue continue_flag=0 continue_loop plotchars 'continue?' 0 40 3 plotchars 'yes' 0 24 4 plotchars 'no' 0 72 4 if joy0fire0 then fire_debounce=1 if !joy0fire0 then fire_debounce=0 if joy0left && fire_debounce=1 then clearscreen:playsfx sfx_plainlaser:goto playerX=80 : playerY=144:playerFlag=0:explosion_aniframe=0:goto main if joy0right && fire_debounce=1 then clearscreen:playsfx sfx_plainlaser:goto plot goto continue_loopAnyways, here's my attempt at a continue subroutine with an edit of the current Game Over one.
Update: Here's the latest source code and ROM files. They are in the enclosed .zip.
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Just keep at it, Lewis. You may just give even Einhander and Radiant Silvergun a run for their money.
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Aside from a supposed pause bug that causes the pattern to reset, and a reset bug that still has the ship and enemy bullet; everything plays great.
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Excellent work, Fragmare, and SF Alpha, along with SF2 and a retooled SF1, would be perfect for the Jaguar.
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Will JagStudio be available for Visual Studio Code?
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You did a great job at implementing it.
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I just played the demo, and have to say that this is an excellent mix between horizontal shooter and exploration. The planet intro cut-scene was really nice with the background layering. Maybe for the next version, you have a weapon roll-out a la Axelay?
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What you have done so far has a pretty solid foundation, and I can confirm that it works in BupSystem. If you decide to put music into it, may I suggest something slow, ominous, and unnerving?
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I just played the demo, and have to say that you did an excellent job. Especially with the continue screen and rage mechanic. (I'm trying to write my own continue screen, but haven't gotten it to work.)
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After playing my demo in BupSystem, I can also confirm that it also works in that emulator.
New_VerticalShooter_Test_continue.78b.a78 New_VerticalShooter_Test_continue.78b.bin New_VerticalShooter_Test_continue.78b.list.txt Vertical Shooter 12-30-2020.zip
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The Rage mechanic is really clever.
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I decided to play my latest build in JS7800, and can confirm that it works. Now, to test it in BupSystem, and I plan on getting the continue screen subroutine working.
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Don't worry about rushing it out the door, Darryl. Just focus on making it the best version.
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After dealing with compilation problems and listening to MKSmith, I have an improved version.
Vertical Shooter 12-27-2020.zip New_VerticalShooter_Test_sprani.78b.a78 New_VerticalShooter_Test_sprani.78b.bin New_VerticalShooter_Test_sprani.78b.list.txt
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That desert stage is one of the best uses of parallax scrolling on the 7800. All it needs is a staccato lead, off-beat bass line, a 4/4 Kick, and noise sweeps for the music.
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Darryl, you have just made the best home port of this game. All that needs to be done is to fix all the remaining bugs.
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I just changed
if joy0fire then clearscreen:savescreen:lives=$04:score0=0:goto main:playsfx sfx_bling
to
if joy0fire then clearscreen:savescreen:lives=$04:score0=0:playsfx sfx_bling:goto main
in my current working file. I can't believe that I overlooked that all this time I was working on it. If there is anything else I have overlooked, I would like to know.
Vertical Shooter 12-26-2020.zip New_VerticalShooter_Test_sprani.78b.a78 New_VerticalShooter_Test_sprani.78b.bin New_VerticalShooter_Test_sprani.78b.list.txt
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After playing the latest version, I liked the new enemies, obstacles, and the risk/reward revival potion. The only problem I ran into is the left hand getting stuck in a loop. (I was playing it in A7800, by the way.)
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I'm going to have to try the latest build.
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Congratulations on getting it to a playable state, and we'll wait for the finished product.
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For now, I have decided to comment out the continue screen routine. This will remain that way until I find out how to rectify that. As usual, I have included the source code, list file, and the ROMs.
gameover gameover_flag=0 gameover_loop if lives=0 then gameover_flag=1:clearscreen plotchars 'Game Over!' 0 40 16 if joy0fire then fire_debounce=1 if !joy0fire then fire_debounce=0 if fire_debounce=1 then clearscreen:goto plot goto gameover_loop ; goto continue_loop /* continue continue_flag=1 continue_loop plotchars 'Continue?' 0 40 3 plotchars 'Yes' 0 24 4 plotchars 'No' 0 72 4 if joy0fire0 then fire_debounce=1 if !joy0fire0 then fire_debounce=0 if joy0left && fire_debounce=1 then clearscreen:goto playerX=80 : playerY=144:playerFlag=0:explosion_aniframe=0:goto main if joy0right && fire_debounce=1 then clearscreen:goto titlescreen_loop goto continue_loop */So far, the game over screen still works.
Vertical Shooter 12-21-2020.zip New_VerticalShooter_Test_sprani.78b.a78 New_VerticalShooter_Test_sprani.78b.bin New_VerticalShooter_Test_sprani.78b.list.txt
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Spire of the Ancients (WIP)
in Atari 7800 Programming
Posted
I think you should have based your emulator on Pengui.net's BupSystem, but don't know if that's open source.