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cd-w

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Blog Comments posted by cd-w


  1. Hmm - I do see an issue I'd forgotten about:digitized sound disabled. I tried to make it work, but had garbled screens and other odd results. I suspect the IRQ routine to update the audio when the ARM code was running didn't like being in MAM1 mode.

     

    Fred should be able to modify the interrupt routine to set MAM=2 at the beginning and restore it back to MAM=1 at the end (assuming the interrupt executes from RAM)?

     

    Chris


  2. Added:

    • Star Castle - (w/Dave Dries) Label and manual.

    Thought it would be fun to team up with Dave again on this one, and he's on board. He's got a great eye for classic arcade stuff. We've worked together on Juno First (which was mostly his work - but I drew the little space guy), Squish 'Em, Space Battle and the not-yet-finished "prototype #2". He's also done Dungeon, Phantom II and Wolfenstein VCS, and has given me a lot of input on many projects over the years. Should be fun!

     

    Excellent - can't wait to see what you guys come up with this time!


  3. Great job! Maybe its time to start thinking about game variations to increase replay value. E.g. different levels of enemy response and aggressiveness, auto repairing or faster rotating rings, varying frictions, deadly when touched rings, different starting levels... something like that.BTW: Not sure if that's a cheat, but if you position your ship very close to the outer ring targeting the center and then start shooting as fast as you can, you quite easily get through all three rings and kill the enemy.

     

    Thanks for the suggestions - I'll see what I have space left to implement. The enemy aggressiveness and ring rotation speeds do already increase on later waves. I probably need to increase the speed of the mines/sparks a bit to prevent this cheat from working.

     

    Thanks,

    Chris


  4. I created a FA2 bankswitch file and posted it to the Harmony forum so you can concatenate it with the SC binary to create Harmony versions with a .cu extension.Let me know if there are any issues.

    Many thanks - I was going to PM you as I had forgotten how the CU format works.

    Chris


  5. Thanks! Strange? you mean how they're drawn horizontally? If so, yeah, there's no time to HMOVE the shots to draw them diagonally.

     

    Yes - I think they might look a little better if you could reduce the width when they were moving diagonally, i.e. x1 for vertical, x2 for diagonal, x4 for horizontal?

     

    EDIT: or you could use two single width missiles to draw a single diagonal missile (where the missiles are offset by 1 pixel from each other)

     

    Chris


  6. Regarding the sound.. Is it possible to hear the regular background sound and the engine thrust simultaneously? Or is this a limitation of the hardware? I know asteroids behaves this way when firing.

    The 2600 has just 2 sound channels, so it isn't possible to play more than two sounds at the same time. I have some sound effects set to one of the channels and some on the other. The engine thrust and background hum are indeed on the same channel, so you will only hear one at a time.


  7. Looks good.

     

    When scrolling vertically the final row does not scroll off the screen and forms the start of the new room. However, when scrolling horizontally the walls scroll off the sides completely, which leads to a bit of a nasty jump when the new room is drawn. Would it be possible to scroll horizontally in the same way? I think you would need to scroll by 2 columns less than before and clear the outer two columns at each step. Let me know if this makes any sense as it is hard to describe!

     

    Chris


  8. That is some very tight code!

     

    You could save a few cycles by arranging all the repositioning kernels to be in the same bank. This would free up 5 cycles, although you would need to set this before the kernel:

     

    lda #<ReposBank
    sta EarlyHMjmp+1
    

     

    For the ones that won't fit in the bank, you can put a placeholder in the repositioning bank to jump to the real kernel:

     

    P1EarlyHM25:
     jmp RealP1EarlyHM25
    

     

    That would still save you 2 cycles and might just be enough for those missing AUDV0 writes?

     

    Chris


  9. I was just looking at this in MAME. It appear that when it fires the shot, it must have a clear path. A ring segment may then pass over the shot while it's en route, but it won't take a shot if there's a segment in the way.

    I may have to compromise on this - it is a difficult calculation to perform and there are not many spare cycles. I'll see if I can cheat somehow :)

     

    Chris

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