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About skywaffle

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  1. I didn't realize that version 09 had broken two player support, so I have since removed it and replaced it with version 10. This version has some other minor bug fixes, and background music fades out and changes every few stages.
  2. Would there be any way to use poke to do sound that would allow for more easily switching channels? I ran into a similar issue when trying to read controller inputs for controller 1 or 2 using a variable without having to use separate cont1 and cont2 commands, but found that I could replicate those with peek.
  3. There was some sample code that showed writing two values to a specific memory address and reading them back to determine if the ECS was connected or not. I had not tried the ECS support on an emulator since I have yet to find the ROM for it, but own the hardware. With it running, the music stays clearer sounding since the effects are run on the ECS itself. Outside of the additional controller ports and sound, I didn't think ECS did much else. If I had more controllers, it'd be fun to do some kind of 4 player mode, or a different game all together.
  4. Attached to the first post is a new version. This one adds the following: Selectable Background droning sound off / on, or background music (default) ECS Support (Thank you GroovyBee for the simple detection logic). Double Jump animation bug fix causing broken animation Additional sound effects. Backtab collision bug fixes. New power up: One time fall protection New power up: Boots to increase speed (stacked for faster movement) New power up: Temporary invulnerability Other bug fixes with sound effect logic
  5. Hello, I was just wondering if anyone might have a solution to a problem that I am trying to figure out involving dynamic ECS compatibility. I wanted to have where if ECS was detected, full 3 channel music could play through ECS instead of the base PSG, leaving the remaining channels free for sound effects. Otherwise, the other method that came to mind would be to push sound effects to channels 5+? This sounded easy until I realized that variables can't be tied to the first argument in the sound statement. I was hoping for something cleaner than if/then statements that play separate sound commands for non-ECS or ECS. Thanks, Matthew
  6. I am guessing it doesn't like something about the ROM addressing. I am not sure what I am doing wrong though. This game uses $5000-$6000 and $C040-$FFFF currently.
  7. Maybe try using a BIN / CFG version? Here is a slightly newer build with some additions in that format. I noticed that I could not run the ROM file in Nostalgia, but the BIN / CFG works. jump08.bin jump08.cfg
  8. This game doesn't use any of exec functions. I have only played it on Jzintv for emulation, as it's what I use when doing quick tests. It doesn't need any particular flags to run. The title screen for the game is nothing more than a very primitive loop waiting for a side button to be pressed.
  9. A newer ROM has been uploaded This version adds the following: Stage 9 has a boss type battle (work in progress) Some enemy speeds are now based on level Rebalanced difficulty to allow longer play time, and slower difficulty ramp-up. Extra lives now every 1000 points Power ups added for faster shots, laser shot, and 1ups (currently randomly chosen and placed) New platform graphics are introduced every three levels. Pause bug in previous build would cause game to appear to freeze with two players playing and now fixed. Bug fix that would allow player to jump out of bottom of screen when no platform is there. Pause sound and extra life sounds added Auto fire and fixed / free shooting (moving or standing still while shooting) are now selectable before beginning game. Pong ball enemy now shows warning before spawning to prevent cheap deaths Medusa head enemies had a bug that would make them randomly stop moving or disappear which is now fixed. Saw blade enemies after level 5 will change direction 90 degrees when passing player. Pressing down + jump will allow the player to drop down to a lower platform All enemies now have different point values
  10. I uploaded a video for those that might want to see gameplay:
  11. I will make an option to turn that off, or replace it with something else. I had put that in just to have some kind of background sound. it is just playing a sine wave as a sound. When playing on my Intellivision II, it sounds pretty quiet in comparison to JZintv. The thought initially was maybe something that changes pitch or speed as the game gets more difficult (similar to Solar Storm on the Atari 2600).
  12. I went and uploaded a newer build with some fixes and additions, some improved level layouts, autofire, and now jump no longer needs to be held for a higher jump. Extra lives are awarded at 750 points, and then every 1500 after. Source and rom are attached in the first post.
  13. My intention wasn't to solely have a two player game. It is plenty playable with one player, but one that would be enhanced with two players, similar to Contra, or other two player run and gun type games. The game gets progressively more difficult with each stage, and enemy types will change, although unlike Contra, the goal so far on this is just to see how far you can make it and how high a score you can get. I personally haven't done much with anything that could be two players before, and it's really just been a test bed for some ideas.
  14. I had not seen that one, but it is a bit similar. I had wondered about how I could further enhance cooperative type play, and have been experimenting with a few different ideas. One is having gems that can be collected for points, but when shot can be turned into platforms. I was thinking that maybe it could also add some competitive gameplay for scoring, but also be used to progress farther if platforms cannot be easily reached, or destroyed by a particular enemy. Power ups are something else I have been considering, ranging from points to 1ups, temporary invulnerability, or protection from falling for 10 seconds or so. Another method could be combined scoring to encourage working together, but maybe as an option.
  15. Hello, I started making this semi-original type of game yesterday and was having fun with where it is at, so I figured I would upload it for people to play. It is an endless vertical scrolling action / platform game that allows two players to play cooperatively. It's unnamed currently, and I've only really been trying to figure out where I want to go with it. The controls are pretty basic: On the title screen, pressing any button/disc on the first controller will start a one player game, and any button/disc on the second controller will start a two player game. The top buttons will make your character jump, and when pressed a second time in mid air, a double jump can be performed. The lower buttons will make your character shoot. Left and right move the character accordingly, and down will make your character crouch. Points are accumulated for surviving, as well as destroying enemies. Source is included for those that care to see it. jump04.rom jump04.bas jump05.rom jump05.bas jump07.rom jump07.bas jump10.rom
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