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Mallard Games

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Everything posted by Mallard Games

  1. I have a weird issue. When 2 sprites occupy the same scanline the sprite stretches. Here is when they are on different scanlines, notice they don't stretch Any ideas why this is happening?
  2. Sorry I forgot to update that. The latest version is available on the official site. You can also click here to access the game page which has a link to the latest source code and hosted demo. Not much has changed since it has been a crazy year. You can press fire and you'll be able to move the pet around a bit. It was supposed to be a feeding type game where you moved the pet towards the food but, I haven't really gotten around to finish the coding.
  3. Please add Virtual Pet(4k)[Tentative Name] by @Mallard Games to the WIP list. 1-20-2022
  4. Please add Virtual Pet(4k)[Tentative Name] by @Mallard Games to the WIP list. Updated: Nov 15, 2021
  5. Hi, I am starting a new Virtual Pet homebrew, and would like to get everyone's input. So far I have gotten the pet sprite to appear on screen. Not sure what to work on next so feel free to let me know. I was going to animate the sprite bouncing left and right like the Tamagatchi pets. Binaries Updates 11-15-2021: Added bouncing effect to the pet similar to Tamagotch pets. Uploaded first binrary
  6. The idea was that each player 1 would insert their own savekey into each port. A special “match” cart would read the data from each savekey and and simulate a fight using it. I don’t know how else to describe it. ?
  7. Can the AtariVox/AtariVox+ and SaveKey be plugged into the first controller port or is it only supported on the 2nd controller port? Also can 2 AtariVox/AtariVox+'s and/or SaveKey's be used at the same time?
  8. Here is Release Candidate 1 for stabilizing the ducks speed a bit. Let me know what your thoughts.
  9. Their x and y velocity is set to the lowest it can go, 1. I will try to fix this in the next update.
  10. Sorry got a bit sidetracked by the Superbowl. I will try to upload the ROM to the thread tomorrow. UPDATE: Attached rom
  11. WIP ● Mallard Season (16K) by @Mallard Games Please move, I am still working on this.
  12. Can you see this? UPDATE: There is no option to set it public/private. @Albert help!
  13. 1) I have no clue why you can't acess it, I have no issues. @Albert 2) I plan on adding Atari Light Gun support latter on once I get the basics going.
  14. Overview Mallard Season is a waterfowl shooter for the Atari 2600. It is open source licensed and the source code is freely available. Objective Shoot all the ducks before they escape. Aim the cursor at the duck and fire. If the duck is hit, it will fall down to the ground. If you miss 3 times or take too long the duck will escape. Controls Note if a button is not listed, it means it is unused. Joystick Up - Move cursor up Down - Move cursor down Left - Move cursor left Right - Move cursor right Fire - Fires bullet Switches Reset - Starts a new game You can download the ROM from the downloads section Feel free to discuss and ask questions here!
  15. Oops sorry, that is very strange considering the only code i change was breaking up the checkstate subroute into 2 parts. The portion that actually does the bankswitching was moved into the macro and that's pretty much it. Technically it shouldn't of have borked, but it did...? ?
  16. Hi, Back from a long hiatus, and now am refreshed and ready to start working on my project again. I reworked the code so all the bankswitching now works. The only issue now is for some strange reason now moving left and right is borked! Here is what I have so far, I don't see any jumps that would skip that bit of code. Any ideas? Source-12_25_19.zip
  17. How do i make a .sym file, the tutorial states: Which only creates a list file and Stella is complaining about there being no symbol file to load... ? UPDATE: rc7e helped me in the ZeroPage stream with getting a sym file created. The answer for anyone else who needs it is to append -s like so: dasm kernel.asm -lkernel.lst -skernel.sym -f3 -v5 -okernel.bin Now here's what I've figured out, after the button is pressed at address 5116: bmi CheckFireDone it jumps to address 506e: 506e lsr 506f lsr 5070 lsr 5071 tax 5072 cmp $1ff6,x 5075 Which is actually in the middle of my bankswitching code... Return_Code tsx lda $02,x lsr lsr lsr lsr lsr tax cmp SelectBank1,x ; bank 1 rts So it does try to bankswitch but then ends up in 109a 10a9 TitleScreen_Kernal 10a9 WaitForVblankEnd_TitleScreen 10a9 bit TIMINT 10ac bpl WaitForVblankEnd_TitleScreen 10ae ldy #31 10b0 TopPaddingLoop 10b0 sta WSYNC 10b2 dey Which makes absolutely no sense to me... UPDATE: scratch that i think i have an idea of what's going on. Short version: Super Epic Fail on my part! Now the problem is how can i change it so the jumps inside CheckState in bank 3 work? or just how do i refactor my code??? ☠️?☠️
  18. Question how do I emulate the fire button being pressed on player 1's controller while in the debugger?
  19. Finally got a chance to look at the source code again and could not see any glaring issues. What I thought was the code jumping into no mans land was actually a mistake on my part. In fact it is jumping into one of the Vertical Sync code. It then jumps back into bank 1. What's is very strange to me is despite the code setting the state correctly, it never jumps to the proper bank despite the bankswitching code being there like it's completely ignoring it.
  20. Yes, that's how I came to the conclusion above. Funny thing is if you look into the listing file the very last used address is: 8 4ffe 00 10 .word.w InitSystem I was exhausted today so I couldn't look into further. Hopefully tomorrow I can do some more testing and see if I can figure it out.
  21. @Flojomojo @Thomas Jentzsch @Nukey Shay @stephena @Arenafoot I can confirm the FlashAir wireless capabilities works on the Atgames Portable Frogger/Pac-Man Edition.
  22. I did everything you stated and still can't get it to transition. What's strange is despite the macro ensuring everything lines up correctly it still jumps to what seems like the middle of the input subroutine. What's strange is the pc is at 5xxx which doesn't line up what what the listing file. Source Code: https://www.dropbox.com/sh/5snzytblleo9zzi/AABhxkPUVp2V_GZmItcrLZOIa?dl=0
  23. What do you mean by By the way moved the subroutine into bank 3 and added it to the macro. Still am having issues. Source: https://www.dropbox.com/sh/d65mqk4crtc4xr3/AACJb9jisk6PcyJu-Ndw4gZja?dl=0
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