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pvmpkin

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Posts posted by pvmpkin


  1. Hæ everyone !

     

    It took a while but I finally have a version I am happy to call "done". I may tweak little things but everything I intended to implement is in and working.

     

    In this standard 4K ROM I managed to fit 5 areas with non-linear design. More than 15 enemy types and variants, key items, health potions, and importantly something resembling sound.

     

    This has been an absolute labour of love for me, and more than proud of what I have been able to do with no prior experience making Atari games.

     

    I hope you enjoy playing this.

    https://aeriform.itch.io/beast

     

    I'd like to thank everyone that has supported the development of this game, the kind words, and amazing tips on how to optimise and handle certain problems.

     

    • Like 8

  2. 2 minutes ago, skywaffle said:

    I haven't done much lately with it.  Most of my time every day has gone back into Intellivania.  Intellivania was done, but I keep going back and revisiting, rewriting, optimizing, and adjusting parts to more closely mimic Castlevania on the NES.  As far as Shadow of the Beast goes, I had made a dungeon map compression that uses groups of 6x6 tiles pieced together, but I had a ways to go with making the first dungeon.

    That's cool, I wondered, it was looking great !


  3. brilliant, thank you.

     

    I've noticed this a few times:

    .byte $2c

    You indicate that it skips the next LDA instruction but I don't understand why that is used, the context of it.

     

    OH, I think I see it. It's a way of reusing the store instruction without changing the value right ?


  4. Hey, does anyone have any suggestions on how best to mask parts of a sprite, to change a certain number of lines—instead of having a separate full sprite ?

     

    *ideally without doing this during the kernel

     

    	lda (objectptr),y
    	cpx #5
    	bcc .nomask
    	and #%11110000
    .nomask
    	sta GRP1
    

    I am doing this in the kernel though, and seems to work as intended, but wondering if there is another way.


  5. Thank you so much for steering me towards this. 

     

    It was suggested to me to subtract the worldpos from $80 and then I was able to count down from $7F and works perfectly.

     

    After rewriting all of the area data it's saved me a lot of ROM space, much less cycle use and I don't get that issue with out of range branches !

     

     

    • Like 1

  6. hey @Andrew Davie

     

    ;        FOREST RIGHT
    ForestRT        subroutine
    
                    lda #1
                    sta visible
    
                    lda worldpos
                    asl			
                    tax
    
                    lda VectorTable,x
                    sta zp
                    lda VectorTable+1,x
                    sta zp+1
    
                    jmp (zp)		
    
    ; The table...
    
    VectorTable
                    .word .Well
                    .word .Gremlin
                    .word .None
                    .word .Well
    
    .Well:          jsr SetWell
    				jmp .Done
    .Gremlin:       jsr SetGremlin
    				jmp .Done
    
    .None:			ldx #0
    				stx type
    
    .Done:          rts

     

    I have this in as a test and it appears to be working from $80 onwards, but I am not seeing how I would count from $7F down, am I missing something glaringly obvious or does this code not work like that ?

     

    also I assumed that the zp value needed to be a .word ? I tried as a byte and that didn't work for me.


  7. MoveRT	subroutine
    
    	lda direction
    	cmp #0
    	beq .repeat
    	lda #0
    	sta steps
    
    .repeat
    	inc steps
    	lda #0
    	sta direction
    	rts
    
    MoveLT	subroutine	
        lda direction
    	cmp #$20
    	beq .repeat
    	lda #0
    	sta steps
    
    .repeat
    	inc steps
    	lda #$20
    	sta direction
    	rts

    I friend chimed in with some advice, this seems to be working !


  8. Hey everyone,

     

    Is there a way to check if the direction input was the same as the last ? I have a value that needs to reset if it is not.

     

    MoveRT:
    	lda direction
    	cmp #$20
    	beq .Reset
    	jmp .Done
    
    MoveLT:
    	lda direction
    	cmp #0
    	beq .Reset
    	jmp .Done
    
    .Reset
    	lda #0
    	sta value
    .Done:	rts

    I have a direction facing that switches thanks to advice from @SpiceWare

     

    This is what I am trying to do, but I am missing something.


  9. 1 minute ago, splendidnut said:

    Well, you do know that the colors will vary from console to console and from TV to TV right?  NTSC = Never The Same Color :)

    but between emulators, and this different ?

    Just now, splendidnut said:

    Also looks like you have timing issues (or something more elusive) going on with the numbers in the upper left.

    there's a colour cycle happening there, that's intentional.


  10. Here are some comparison images from Legacy of the Beast.

    OpenEMU seems to use Stella core yet seems wildly different from Stella's standard. The stream from last night also used Stella but has a closer palette to OpenEMU or Javatari

     

    this is maddening to me.

    stream.png

    stella standard.png

    stella z26 .png

    open emu.png

    javatari.png


  11. Hey

     

    Huge thank you to @ZeroPage Homebrew for demoing my game Legacy of the Beast last night, especially with so many other games out there, it means a great deal to me.

     

    Something that came up though is that there are some issues with it running on actual hardware. I tested the game in 3 different emulators. Of course emulators are no substitute for hardware but I was quite surprised to see this.

     

    Is there anything specific about why there would be problems, and any way to prevent or diagnose these issues ?

    I read somewhere that there was a compatibility issue with Harmony cartridges but only for games that used some bank-switching techniques ? My game is standard 4K though.

    • Like 2
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