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Posts posted by Muddyfunster
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This is Beta 4.
All play options are included.
New features:
- Limited ammo game tweaked : chose either 30, 20 or 10 shots. when both players are out, 5 more shots are awarded to each player. (may add a timer here give ammo after x seconds to stop a player getting a lead and not shooting to refill ammo).
- UI, UI only shows the elements in your game. If you choose any game that is not timed, or has unlimited ammo or fuel then those UI elements are not shown (as they are not needed).
Unless there are any major bugs or balance issues, I only plan to make a couple more changes :
- New bullet collision code isn't in yet : collisions in this version are quite loose -(the new code is basically pixel perfect - next beta!).
- Change the UI colours to white / light for night time games (sorry, they are still grey for now!).
Would appreciate feedback some balance items:
- Plane speeds - are they too fast, too slow, just right ?
- Boost speed - are they too fast, too slow, just right ?
- Bullet speed - are they too fast, too slow, just right?
Any other feedback is welcome!
Danger Zone Beta 4.bas.a78 Danger Zone Beta 4 - Stall Fix Mateos.bas.a78
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Very cool !
Also had some issues running it on Bup and JS7800 and A7800
Think it might be running out of memory (or cycles) to render the sprites (when the screen gets super busy)
Could try set extradlmemory on and use some memory at $2200.
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@-^CrossBow^- @sramirez2008 I think I've found why it was hanging on the AA Splash on Mateos. The code waits for the tune to finish before proceeding. If it doesn't finish (because it didn't start) then it won't proceed. Simple fix = I've added a short timer so either that or the music finishing will nudge things to the next routine.
I'll drop 2 Beta's later, one with this fix and one without. I expect the beta without to not work on Mateos (will "hang"). The one with, should work but probably with no Pokey sound, but at least it won't hang on the splash screen. If that plays out as I think it will, then I'll add some "no pokey" code to fix that permanently. Lets see
The Beta will be pretty much everything except the new collision code which is working but not implemented yet.
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Great job with Milly & Molly Matt, looking forward to making this my first 7800 purchase to play on my newly refurbed 7800.
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It runs fine with POKEY on the Dragonfly and real hardware, but I would definitely like more tests on real hardware. The more the merrier !
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Little update :
We have a "win screen" and logic to check who won or whether the match was drawn.
Also the new collision code is working perfectly - I just need to work out all of the hit elements for each plane and cram that in to the rom space that's left. It's gonna be tight
@-^CrossBow^- haven't forgotten, will post a Pokeyless version later - just been a bit "in the zone" with my collision experiments (and cheers @RevEng)
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3 minutes ago, electronicsibley said:Glad to hear. I love to tinker, but this time I’m going to take advantage of someone else’s ingenuity. If you’ve never seen it, Best’s write up of their modified controller is something else. After reading, I basically feel obligated to experience it.
http://www.best-electronics-ca.com/Best CX78 Upgrade kit 2.htm#CX78Comprehensive write up indeed
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2 hours ago, BydoEmpire said:Since I picked up a Seagull 78 I've been using a Genesis arcade stick quite a bit. That's a really good solution, definitely consider in the future.
I'm thinking of doing this too as I prefer a stick to a pad, that said, I do like the Megadrive / Genesis pads and there are some nice "modern" ones available too :
https://www.amazon.co.uk/Retro-Bit-Official-6-button-Arcade-Control/dp/B07H3Q2CX7/
The retro-bit controllers come highly rated.
Of course, I'd love an EdLadin controller but that's $119 and probably a small fortune in shipping and import duty
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15 hours ago, SearsRoebuck said:This would interest me - but one question - will this be a 2 player only game like the original Combat? maybe my only gripe about that game is I rarely have another person to play it with me.
The plan is for it to be a 2 player only game (sorry!).
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nvm, found it.
Interesting to say the least
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3 minutes ago, -^CrossBow^- said:@Muddyfunster just to see if the Pokey addressing has something to do with it, can you remove the pokey side of it just to see if we can get the game to come up? That would at least confirm if the pokey code is actually the issue?
Yep, no problem.
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Mateos issues aside, the following configuration options are in and working and I'll post Beta 1 on Thursday.
The first option noted for each item is the default value. They can be mixed and matched in any game.
- fuel unlimited / limited
- ammo - unlimited / 30 / 20 / 10
- gun range - normal / long
- guided ammo - yes / no
- bullet wrap - yes / no
- game type Timed Game 2:00, 1:30, 3:00, Scored Game 5pts, 10pts, 20pts (these are just until I decide what to have. These feel pretty good in testing though - open to feedback).
Win conditions for all game types are checked and working -
Victory screen is in. I have some gfx block space left so I'll use that to give the win screen some polish.
For now I've removed saving to HSC & XM as I needed the rom space. I've also removed the "reset to defaults" for now. I'm happy to sacrifice loading & saving to get the better collision detection in. (running out of rom space
). If I have space, I'll bring them back.
So functionally, Beta 1 will be pretty much complete except for the new collision detection and some polish on the UI.
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Thanks Trebor, this file works under emulation, lets see if it works under Mateos!
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Thanks for checking!
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I have a feeling Concerto might be a similar problem to what we get on Mateos.
Chatted to Mike earlier, my understanding is that Matteos has the Pokey fixed at $4000, Danger Zone (and other 7800basic prods) have Pokey at $450.
I've attached a build with pokey moved but the music doesn't work on emulation, but it might work on Mateos etc. -
Alpha5b is the version that was shown on ZPH's stream last night with pokey in the usual place.
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Thanks for the feedback guys.
So far then it works under MCP + Dragonfly but not under Mateos. Interesting.
I have an idea that about fixing that and I'll post a rom to try in a little while.
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are you using Tiled ?
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This is really looking good. Nice work.
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Just a little update.
Duplication of the code for World 1, redoing all the labels etc. is complete and working (and thanks again to @mksmith & @RevEng for this suggestion).
I'd put this off time and again but it's done and wasn't as painful as I had thought it might be. A few gallons of Tea, some chocolate "thinking" biscuits and a solid evening of poring over the code and it's done.
Worlds 2 and 3 are now running in the main code as intended.
Me when it finally worked :
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I've added a binary for test purposes. This is WIP and should be considered as an early test build only.
It does work under JS7800 + A7800 + BupSystem (noting A7800's pokey emulation is not as mature and sounds a bit off, BUP's is passable and JS7800 sounds best).
No idea if it works on Mateos but works fine on Dragonfly as far as I know.
Alpha 3
- Basic hit detection (and I mean Basic - if the shot is close, it registers a hit - this is next to be refined).
- Basic Scoring (hit the enemy - get a point).
- Game is endless
There are some glitches with menus with the menu market not being wide enough apart.
Next Alpha should have the new hit detection and game mode logic (time games, score games, end, fuel / ammo limits, etc) + some changes to menu colours.
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very nice
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I'd be interested in one of these.
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I have a RAM 320XE/576 complete in enclosure with Covox for sale.
The item is in great condition and fully working. Sale due to my 800XE being upgraded with U1MB + POKEYMax so the RAM320 is surplus to requirements.
This unit is compatible with the 800XE, 130XE and 65XE with ECI port. The unit supports a number of different RAM configs : 130XE, 320k RAMBO, 320k COMPY SHOP, 576k RAMBO
I am located in the UK - happy to ship outside the UK.
Open to offers, please PM.

Danger Zone [DONE]
in Atari 7800 Programming
Posted
Very good