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About skywaffle

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  1. Hello. Attached is an example. This one uses AND, however, changing to OR works if you are using background colors as the primary colors in the tile with black as a foreground color. Press up or down to fade in / out. tile_dissolve.bas
  2. I was planning to release a demo, but I just have not felt that it is nearly good enough yet for people to play. Most of the focus was implementing level compression and building up portions of the different stages, but there is a significant lack of polish. I'd love to see some SMS ports done for the Intellivision. Wonder Boy III Dragon's Trap is one I've always wanted to mock up at some point.
  3. This is a very interesting concept and neat to see in action. I'd love to see this used for higher color still pictures, as you can draw quite a bit and still maintain 60 frames per second. Out of curiosity, is there a way to to apply only the color information to portions of the screen without altering the GRAM card reference at a similar speed?
  4. 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.
  5. 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.
  6. 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.
  7. 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
  8. 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
  9. 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.
  10. 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
  11. 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.
  12. 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
  13. I uploaded a video for those that might want to see gameplay:
  14. 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).
  15. 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.
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