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Nop90

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Everything posted by Nop90

  1. A lynx II is more compact, but both the two are great consoles (ok, I'm not impartial). Cheap (less than 50-60 USD) not working Lynx happens on ebay, most of them have the power circuit broken and are very easy to fix with some soldering skills, the real risk is that also some of the IC could be broken. It happened me only twice on about 10 broken lynx I get.
  2. First drone room completed🙂, other 5 missing. And I also added the code to use the eeprom saves.
  3. This is slow, i would initialize the higher 8 bits of the high part of the cart address with 01010101 then at every clock strobe I would shift in a 0 and then a 1. This should be a better driving of the SCL line. Ps: for me A18 is the highest address line, since Epyx jumped a number in the official documents, it's called A19 sometimes
  4. There Is a problem with Dragonbox carts, they decided to use A18 for the SCL line instead of A1 or A0. Weird decision because this requires a more complex handling of IODIR and IODAT to drive the I2C line. Does someone want to help me to customize the driver to support this configuration?
  5. You could also add an option to save LNX file to plain LYX removing the header and conveting the rom to 512K Bytes (splitting the file in BLOCKSIZE chunks and padding them to 2KBytes with 0xFF). I have a perl script on a linux VM to do this, but with Felix would be faster.
  6. I wrote you about this, I think the LNX header isn't correcly set for the two banks mode of this rom. My rom works fine on Handy and on Felix.
  7. PM me your email and I can send you my version od AG. And i can send the Xump2 room too, because there is a problem with it when there is an eeprom save for the game. It starts with the wrong palette (or better wrong penpal data, because also transparent pen is mapped to a wrong color)
  8. I have a dump of Alpine Games, that I patched to run on emulators , and works fine on Felix 0.6.2
  9. I reopen this old thread to inform the other developers that Dragonbox decided to produce, and soon also to sell, carts with a 24AA256 chip onboard (32KBytes of memory). These cart will be used for the phisical release of Starblader. I got the news only today and now I'm changing the code of the game to support this chip. This is an opportunity to start developing games that saves more data, I think that a new RPG game could benefit from this, but also other project, e.g. @LX.NET could be interested to these carts to save more custom levels of Circuit Dude.
  10. As already announced on the ZPH thread, next 2nd of April the alpha version of this game will be played live on Twitch, don't miss this event.
  11. Well, at least someone liked it. The game is hard, it takes a long time and it's not intended to be easily beated (did you ever played Powder? I got some inspiration from it). I consider this a strategy game, not an action one. In a future evolution I would add the possibility to save the game so you can play few minutes when you have time, save it's state and continue later. This should help people to focus on the strategy. The possibility of looking at the characters health (and inventory) during a game is something I already planned to add. I couldn't do it in the jam version for memory limitations, but using cart segment I will be able to add it. Only one characters can cast magics at the start of the game because it's the only one to have some mana, but when a character raise a level it randomly gets +1HP or +1MANA or +1SPEED, so also the other two can do magic at some point. And i's not hard to get potions and scrolls killing enemies, so in my test games i didn't find it a problem. I think it's a matter to find the right game startegy. My strategy, that you can see in the video I posted, is to take the mage in the back line all the time, the warrior always in front and the elf in the backline when has arrows (a very poverful weapon on weak monsters), the magics can kill weak monsters with a single hit, so the mage can ramp up fast and get MANA and HP, but with stronger monsters I use the mage to weaken them, but I leave only the Warrior and the Elf to kill them and gain experience, in the hope to raise their mana. When all the characters can do magic the game is easier. Another thing I do at the beginning is to use all the SPEED potions as soon as I get them, first on the Mage, than on the Warrior, . This helps a lot. This is only one simple strategy, a lot more can be defined. In the final game there will be other two modes, The hard one and the easy one. In the hard one the characters will have less starting ojects, less starting statistics and will not know what Spells and Potions are for. These objects will be shown with a question mark in the inventory and only after using them for the first time every character will learn what they do. This way you could heal a monster or poison a companion in the beginning 😁. I removed this feature from the released game because it was buggy and had no time to fix it. In the easy mode I could add the possibility to select what to get (HP, MAMA or SPEED) when a character raise a level, and obiously some more starting objects. This should be enough. Final thing, I also noticed the player misses more than the monsters, but in the code it's completly random and to be honest I already tuned the code to give some more chances to player. I think it's caused by the fact that the characters attack more frequently than the monsters. I'll try to tune some more the code. Thank you for your feedbacks.
  12. Next summer I'll have some free time to complete the game and add new features, but I would like to have some feedbacks on the game first because so far seems no one likes it. Please share your thoughts on it.
  13. Spring update The port is almost complete, it only misses one robot pattern (out of the 20 of the original game) and the the drone ball present in some rooms. Now I'm optimizing the code size to free the memory I need to add the last things.
  14. I started coding the robots movements. If someone wants to contribute to the game I need the zapping sound of the robots in Chipper. It would be great to have 4 slightly different sounds (like in the oginal game) so when played together (4 robots zapping at the same time) they can be distinguished.
  15. I got mine too. Tomorrow I'll test the cart on my lynx.
  16. Today added the final score screen: PS: I got this score with debug cheats enabled 🙂
  17. I suppose you setup an empty sprite data structure, than you use suzy to blit data in it, taking care to not change the data ad the beginning and at the end of every row. Is this correct?
  18. I don't get the point. If you draw several sprite in memory you obtain a large bitmap , not a large sprite that you can draw using Suzy. Literal sprites have additional data at the beginning and at the end of every row.
  19. Someone is working on this 😉
  20. Thank you, porting this game is a challenge, but also an amazing coding experience. I really hope it will be published one day. Meanwhile I completed the test run, after founding and fixing some bugs, I tested it again and was able to collect all the pieces, assemble them to show the password and then open the evil guy door. A lot of thing need to be polished, but it's already very nice to play. Just out of curiosity, in the previous video I posted you can notice the charater moves very fast; thats because previously I used an Handy emulator to test and tune the game, but on Mednafen (that I use to record the game), on Felix and on real hardware it runs faster. Now I tuned the speed for a real Lynx, so on handy it goes slow. This is the first time I see such a big difference from a real Lynx and Handy.
  21. All the puzzle solving and password discovery code is complete and works like a charm. The only missing features of the palm computer are 1) the undo button (easy thing) 2) the phone call (a little longer, but not hard to implement). Now the game can be played completely (but without robots) so I'm going to make a full run test to check that everything is working fine. So far it seems that the only thing I broke updating the game is the starting voice ("Another visitor ..."), tonight I'll debug it. Next, and last, big thing missing is the robots animation, then the game will be completed. But I'm going to add other optional things to the game before the release.
  22. Update: The password puzzle code is almost complete. Now it's possible to place the collected pieces from the left row on the 4 slots on the right of the palmPC, flip them horizontally or vertically, change their color and clear a slot. Matching pieces can be aggregated. The only thing missing is moving a group of aggregated pieces from one slot to another. I made a mistake designing the data structure, so now I have to change it to add this feature, but it should not take too much time.
  23. Nop90

    Lynx Chipmusic

    Thank you for the hints and for the example. I'd like to work on it, but at the moment I have too many project ongoing. Maybe next month.
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