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atari2600land

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Blog Entries posted by atari2600land

  1. atari2600land
    I've been working on the railroad Flies! game for the Game Boy again. What I've done this time is add some bee spray which, when swatted, will get rid of the bees for a few seconds.

    Just discovered a weird thing about the lives counter being screwed up when I pause the game that I need to fix. Other than that, everything looks good.
    I went to the local game shop. Everything seems to be going up in price there. N64 consoles for $100, Same for GameCubes. The store is ridiculous. But I need to support them because they're the only place I know of that sells used games. The Saturn version of Pandemonium was $60, and yet NBA Live '98 for the SNES was only $5. Seems a bit odd.
  2. atari2600land
    I thought I was somewhat finished with the fly swatting game on Game Boy. So I went and posted about the game over at Video Game Sage. Someone suggested I put in a boss robotic fly. So that's what I did. Although the fly isn't robotic, but it is big. I am using 8x16 sprites, so this screenshot has 7 sprites going around.

    I think the maximum on the Game Boy is 8, so I can't really add much more to the fly boss stage. The boss stage has a giant fly that you must swat 10 times to defeat it. Once you defeat it, it goes back to regular fly swatting but with two bees on the screen. I guess the boss fly part breaks up the monotony of just swatting flies all the time. How do you get to the boss stage? Swat 30 flies. I also made it so it loops over and over again (you can swat 30 more after the first boss and the boss will come up again.) But I think only the best fly swatters will be able to do that. When you swat the boss fly, he disappears and reappears from outside the screen and flies into the visible area from a random point.
     
    One thing I think I will add: different backgrounds. They should be light and simple, like this one I have in here now (can you believe it's only 2 different tiles repeated over and over again?) Anyone want to design a pattern-based background for me? The screen should be 160 pixels by 160 pixels and have a small amount of differing 8x8 sections (tiles).
  3. atari2600land
    So I've been tinkering with the bird design a little bit. It now looks like this:

    I have been having tons of problem with the screen and the collision detection. If it detects the bird collision and the egg collision at the same time, the game crashes. So it's been a big fight trying to make it so when the bird's y collision area ends, the egg's y collision begins. Which is especially difficult when you have no idea what you're doing.
     
    I finally fell asleep at about 4a.m. and woke up at 3p.m. So I got 11 hours of sleep. And you know what? I don't feel sleepy enough to go back to bed and sleep some more. Which I guess is an improvement. I tried to sleep at 12:30a.m. but I couldn't get to sleep. So I got out of bed and worked on some personal computer projects. And when I was finished I was amazed to learn it was almost 3a.m.
  4. atari2600land
    Sleeping all day and being awake all night again. Being like this you see stuff outside that you don't normally see during the day. A couple of hours ago around midnight, I saw a rat on the back patio. It was gray and disgusting. I needed to work on my Pokemon Mini game called "Frank the Fruit Fly." Inspired, I tried drawing a rat, but nothing looked good. So I attempted to turn it into a bird that flies from right to left dropping eggs. Frank wouldn't get injured if he touched the bird, just the falling egg. (There would be too much code for bird collision detection. There's too much code in this screen as it is right now.)

    As you can see, I need help drawing this bird. Anyone want to help? My placeholder graphics are in just to see if I could get the idea working. It does. But the bird looks crappy. Birds are hard to draw. Actually, I have trouble drawing almost anything. Except trees. And clouds. Fluffy white clouds. I woke up at 2pm after falling asleep at 4:30am. I needed more sleep since I was still sleepy, so I went back to sleep and woke up at 7pm. Which should mean I should stay up until at least 1pm and stay awake for 16 hours (24-8=16) I want to sleep for just 8 hours a night, but once I get to sleep, I wake up 12 hours later. At least my left arm doesn't hurt as bad as it was for a few days.
  5. atari2600land
    A big box arrived at my home today. Inside are 24 Trimerous chips, 24 boxes, 24 front labels, and 24 side labels. And they all came not being precut, which means I have to be the one cutting. I did the first one with scissors, and it looked okay despite me having shaky hands. Then I remembered "I have a cutter for this type of thing!" So the second one looks much better. Unfortunately though, the labels have curved edges (of course they do.) So that part has to be hand done. But other than that, I think I can make a quality product. And I have 22 Channel F carts left to assemble.
     
    I have to get myself down to the copy shop to get the manuals printed. I printed one for the printers to copy. I had to change the ink cartridge in my printer even though it was still half-way filled up because it showed your typical "home printer lines" on the blue parts. Changing the cartridge got rid of them.
     
    And THEN, once the printer's visit is done, the labels cut, the cartridges assembled, can I be able to make a for sale thread in the marketplace and accept orders. This is hard work, but I hope it pays off in the end.
     
    My arm still hurts when I try to raise it or move it in any direction. Who knew how often I use my left arm? I'm right handed, so I chose my left arm to get the shot in. My hunch of it hurting was good.
  6. atari2600land
    My arm still hurts from that vaccine I got yesterday. I went to bed at about midnight and woke up at around 5 a.m. because I had an acid reflux episode. They tell you to drink milk and not water. Luckily, I had some cereal and milk, so I had a bowl of Frosted Mini Wheats (it was either that or Rice Krispies.) I went back to bed at about 7 a.m. and didn't get up until 2 p.m. As I'm writing this, it's almost 7 p.m.
     
    I am busy putting the finishing touches on Zyx #1. I can make & design the manual and design the label, which is what I've been doing if I'm not working on the game or eating or watching TV or sleeping or pooping. But my arm still hurts, should I be concerned?
  7. atari2600land
    So today I went to the doctor's office. I finally fell asleep last night at about 10 p.m. and woke up at various points throughout the night, spent trying to get myself back to sleep. Well, I finally woke up at about 8:50a.m. got out of bed, got myself ready, and went to the doctor's office. There was a tent outside, I guess to help treat those who may have "the virus." They checked my temperature, asked me if I was in any contact with anyone who had "the virus", and if I felt sick when I exited the country (which I didn't...to both questions.) Then once inside and in the doctors' room, the nurse said she needed to give me a booster shot every ten years, so I got that. On the way home I got a whopper from Burger King. Not a very good way to end a doctor visit, but it was a tasty one.
     
    But the reason I am writing this blog entry today is this: I named the Zyx game "Zyx Game Collection #1." Why did I do that? Because I thought down the road I'd come up with ideas for a second compilation. But with Zyx #1 almost done (sounds like an alien comic book issue I'm talking about!), I'd like to get started on a second game. Like last night and this afternoon when I was programming Channel F stuff that may not see the light of day.
     
    I just thought of an idea for a game. Since I have been working on that Bert game, this idea popped up in my head. It's like Whack-a-mole, only on the Jaguar. It will involve the number buttons similar to a Kid's Controller built in to every Jaguar controller. There will be nine holes. When a banana comes out, press the corresponding key to get a banana. So if it comes in the center hole, you would press 5. But you have to be quick about it because if you fail to get the banana, you lose a life. And, of course, you only get three. And those darn vuts will pop out of the holes as well. Hitting a vut will also cause you to lose a life.
     
    But that's the only idea I have so far. And so I'm asking for ideas people would like to see of Zyx trying to get his favorite food: the magical banana. And I say "magical" because who knows, they may become extinct soon (thanks to another disease: The Panama Disease, which affects bananas.)
  8. atari2600land
    I wanted to make the Yeti in "Quest of the Cranberry" faster. This presented a problem. Since the yeti was moving two pixels left instead of one, it left green splotches of "residue" since I had only one pixel worth of border. So I changed the Yeti. It's now a grape. It could be an unripened cherry tomato, but it is a grape. Grapes are funnier.

    I've been having trouble with my mouse lately. It is hard to left-click stuff. I think I need a new mouse. I'm going to the doctor tomorrow for a med check. I honestly don't know why since I'm fine. Except for I have to wear that stupid mask that doesn't help any. Since I have to get twelve hours of sleep, I must be in bed by 9 p.m. and not 2 a.m. like I was last night. I had insomnia. I didn't want to sleep. I wanted to work on putting more music in the Bert game.
  9. atari2600land
    It's 98 degrees right now (not sure about the .6 part) I was having trouble. I discovered that left in my Bert game wasn't working on real controller. So I tried various things but to no avail. I thought my 7 button was broken. So I opened the controller up and cleaned 7. It was clean already. Put it back together. Then I thought of the keypad test I had on my computer, so I put it to the test on a real Atari 2600. All my numbers were working fine. So it must have been something in my code. Eventually I found the problem:

    Draw_Bert_InGame:     lda    #$FF     clc Draw_Bert_InGame2:     ror             sta    SWCHA     ldy    #120         .wait2:     dey     bne    .wait2 BottomRow:     bit    INPT0     bpl    DoesBertGrabBox_          bit    INPT4     bpl    DoesBertDropBox_      Draw_Bert_InGame3:     lda    #$FF     clc Draw_Bert_InGame4:     ror             ror     sta    SWCHA     ldy    #20     .wait3:     dey     bne    .wait3 Thirdow:     bit    INPT0     bpl    MoveBertLeft          bit    INPT4     bpl    MoveBertRight
    As it turned out, there was a second pause I needed (at .wait3, beginning with ldy #20). So now everything works. Pressing 7 moves Bert left. Now I need to work on sfx. It's a quarter after 5 p.m. and I got burned out trying to fix the dumb problem I was having. I don't even know if the game is even worth continuing on since it's not a very complicated game and I can probably get it done in 4k. I know it's a kid's game, but still. I don't know...
  10. atari2600land
    I was trying to find something yesterday. Ran into my Jaguar games. Went to sleep and woke up the next morning at about 5 a.m. I was working on a Jaguar game. I decided to see if I could make it any better. I fixed the jumping gravity problem I discovered in the Running Zyx game. And, I also made the title screen look much better. Unfortunately, due to the way Running Zyx works, I am unable to fix it up with an actual mountain, highway, and field (plus, it will take a lot of effort to put a picture like that together.) So it will have to look the way it is now. Here is a picture of the revamped title screen.

    The clouds slowly move right and reappear from the left when one gets to the right side. Originally the clouds moved in front of the Zyx logo, so I had to make it a separate picture in order for the clouds to move behind it like i wanted them to. I also wanted to put in a better 8-bit picture of a banana, but the Jaguar was being uncooperative with it so I have to be okay with the one in there now. Now if only someone could PUBLISH it, that would be nice. Al must have put me on ignore, and Songbird quit responding to me as well.
     
  11. atari2600land
    ...of code. Today I put in a lot. I fixed the problem I was having with the box. And I put in some code that when you press the key left of 0, Bert will turn around and pick up the box (if he's near it.) I originally had his head facing backwards when you went to pick up the box, but that was creepy. The plan is to have 5 x positions Bert can be at. 3 in front of the separate bins, and 2 for picking up boxes. Sort of like Big Bird's Egg Catch. This means that there will be a total of 2 possible x positions for the box to get at. And the button to the right of 0 will have Bert drop the item in the bin. Here is Bert picking up an item.

    Except he can't yet.
     
    I am having a terrible time with the reset switch. I can't make it work right. And eventually the box will be one of three colors (red, yellow, blue). I picked a lovely shade of brown for now. The wall is needed because the box needs something to land on. I tried importing some code from the Killer Bees 2600 game I did for the resetting where it worked, but surprise THIS game hates it and refuses to work. Perhaps it's because I'm using the Kid's Controller? I don't know. What's next is Bert actually moving around. Pushing 7 for left and 9 for right is the plan for that.
  12. atari2600land
    So apparently all this working on Game Boy games isn't yielding any feedback. Nevertheless, I continue. I added a way to get back some lives. If a heart comes along, swat it and you'll get an extra life. I was trying to think of stuff in the Mario Paint game even though it's been eons since I last played it. Although I guess I could download a SNES emulator and get a Mario Paint rom, but then I risk getting viruses, which is really dumb. Why would the virus people target likely people who would know how to remove them?

    Right now there's a 50% chance of you getting a heart instead of a fly (there will always be the same number of bees). But I can change the heart %, and I will so it's similar to your chances of getting a chicken nugget in Hamburgers En Route to Switzerland.
     
    I think the maximum amount of sprites I can have on the screen is 8. Which makes me wonder how there can be more than 8 coins on the screen in Super Mario Land.
  13. atari2600land
    Remember that old game in Mario Paint where you moved the mouse around and clicked it to swat flies? Well, I've been working on a Game Boy version, for fly-swatting action on the go (or in the bathroom while pooping a bunch.)

    What made me stop? I don't know. What made me continue? Yesterday's blog entry. I found this uncompleted game being in there and I said to myself "I really should finish this. I hardly ever finish anything."
    Work I have done this morning includes getting two bees in there. If you touch the bee, you'll lose a life. There's also a timer. If you don't swat a fly after nine seconds, you'll lose a life and a new fly will replace the one you didn't swat in a random place on the screen.

    Stuff left to do include introduce both bees gradually, so you'll start with 0 bees, then when you get enough points, a bee will come in, and when you get some more points, the second bee will come in. this should be fairly easy to do. Everything is animated, except the hand and swatter, that animates when you press A to swat with the swatter. There is a lovely title screen song and sound effects in the game. And even though I can now make a game larger than 32k, I plan to keep this 32k. I don't know if the guy who put my last 2 games on cartridge for me can do games larger than 32k. I'll e-mail him and ask him that.
  14. atari2600land
    So I attempted to make a Game Boy game larger than 32k. I think I succeeded with a start. I put some data in bank 3 and read it from bank 0. Which is a huge start. I've made a 64k ROM. So we'll see where this goes. My interest in the Bert game has been lessening. I found a way to test it on a real Atari 2600, though.

    I put the font in bank 3 as well, and read it in bank 0. This is just a test screenshot. I plan on adding a burger in the background. Getting the burger moving was hard, though. What was also hard was waiting. For two hours. While my computer was updating. It's a little too bad though that I can't center the text though.
     
    So what made me want to make another Game Boy game? A couple things: News of a new Game Boy game called "Where Is My Body?" which I might get even though I don't like point and click adventures. The second one is seeing my Game Boy collection on the floor in a bin with 8 little piles of GB games. I actually played a couple. Revenge of the Gator was hard but fun, while Solitaire Fun Pak had odd controls, with B serving as the main button rather than A. Why? I don't know.
  15. atari2600land
    Finally got the keypad working. So with the title screen done, it will probably not magically change any more. To start the game, press 1 on the Kid's controller. Unfortunately, it is impossible to test on a Harmony Cart because the Harmony Cart menu does not work with a keypad controller. Pressing the game select switch just has the cursor flickering between the first and second items.

    (Perhaps) the final Bert design. I moved the nose one pixel up.
    So anyway, this will be where the main game takes place:

    This took at least a few hours to get (somewhat) what I wanted it to be. I was worried because I thought the bins since they were both PF that meant they had to be the same color. Not so! You'll notice Bert's legs are really tall. This is due to me not being able to draw the sprite when the bins are being made on the screen. Except for the shoes which I could control with my own GRP0 settings. But it's okay anyway because Bert is tall (well, taller than Ernie anyway.) Bert is sprite 0. A pigeon will be sprite 1. The pigeon will drop an item (either a red one or a blue one) and Bert will put it in the correct bin. Perhaps I should add a third, yellow bin in the middle to make the game challenging. I don't know.
     
    The item the pigeon drops will probably be missile1. Since the Y position of the pigeon won't change, it would be easier to change the color of missile 1 (and player 1, which wouldn't have any graphics drawn to it so it won't matter.) I don't know what the ball could be. The sun perhaps? Or maybe I just won't use it.
  16. atari2600land
    So I slept a lot yesterday. I went to sleep on the couch at about 11 a.m. Woke up at about 2 p.m. and moved myself to my bedroom. I didn't think I'd sleep a lot, but I slept a good 11 hours on my bed. Woke up at 1:30 a.m. After having a bizarre dream about going back to the video game store and buying something else and having the car disappear when I got out, I thought "I don't want to continue this nightmare," I woke up and went back to work on Bert's head. I made Bert's unibrow a pixel wider, changed his mouth so he smiles less, and lengthened his ears. This is the result:
    I thought for a while about what the game should actually be. At first I thought about having a pigeon fly and drop an item, either a paperclip or a bottlecap, which Bert must then put in the correct bin. Another idea I had was like the game Simon in which the player must mimic the moves Bert makes on screen. But that would be really hard to program Bert's moves (not to mention take up a lot of room to store Bert's motion graphics). So I think I'll go with my first idea.
     
    The red bin on the left will have a picture of a paperclip on it. The blue bin on the right will have a picture of a bottlecap on it. Bert moves similar to how Big Bird moves in Egg Catch (with button presses), two buttons for left and right, and a third to drop the item (in the bin once Bert reaches one). Then a point would be added for each correct item placement.
     
    So today (if I don't sleep), I am going to work on drawing the main screen of the game, where the action takes place. Due to the Atari 2600's limitations, Bert will be noseless. I'm not exactly sure how I can draw Bert, but I am definitely going to use the fact that a sprite can have more than one color. So that's what I'm doing.
  17. atari2600land
    I think we all know Bert is hard to draw. Even at that, imagine drawing it with programing using Atari 2600 assembly. I wanted to put Bert's head on the title screen of my game. This is the first attempt:

    Bert's pupils are yellow, which made him look weird. So I went for a hunt on how to make them black. Then I found a way to make them green. So I changed the background color to gray (Bert just had to have black hair.) While I was programming it, it magically changed size and this is how it looks now:

    Looks a lot better than the first attempt. Looks ok on a real Atari 2600, but I wonder if I can use the keypad with the Harmony when it comes to scrolling through the games. I think what I'm going to have to do is plug in the joystick, select the game with it, then plug in the kid's controller when this screen is on. Bert's head in this picture looks like a carrot. But Bert's head looks like a carrot in real life. I don't know...
  18. atari2600land
    So today I got a Kid's Controller at the store for my 2600. I noticed that Ernie, Oscar, Big Bird, and Cookie Monster each have their own game. But who's missing? (And if you say "Elmo" I will scream.) Bert is missing. (Well, so is Grover, but that's a different story.) So I want to rectify the situation by making a Kid's Controller game featuring our ol' buddy Bert. (Just don't tell Sesame Workshop.) I worked and worked and eventually got the Sesame Street theme playing on an Atari 2600 using assembly. Which is no small feat considering how inexperienced I am in it.

    For some odd reason, it didn't want to work unless I put the life score in the top left. So I made it the same color as the background. And it wasn't displaying correctly anyway. But now I have a problem. What does Bert do in the game? Big Bird catches eggs, Oscar has a "trash race" (don't know what that entails, I haven't played it yet.) It should involve Bert's paperclip collection (or is it bottlecaps?), and pigeons. Lots of pigeons. But I don't know what to do. But the biggest obstacle probably would be making the overlay. It's a different material than Intellivision overlays (not to mention a lot bigger.) So here is what I have so far in the game. It just plays the "Sesame Street" theme over and over again.
     
    I spent a long time trying to get all the notes correct. Big Bird's "Turkey in the Straw" had perfect notes (for some reason, we are talking about the TIA after all.) But I found a perfect key which allows all the notes to be correct (it's B major.) Found the notes by ear. And if anyone has an extra Alpha Beam with Ernie with overlay, PM me. That was the one missing. They had the other 3.
    bert1.bin
  19. atari2600land
    These past few days I have been getting up at 10pm and taking a nap at 4am. Which is fine, except for today I didn't wake up from my nap until 11am. Which probably means I'll be asleep soon. Something is making me really sleepy. Before I am off to slumberland, I just thought I'd share with you what I've been working on these past few hours. I got an idea for a Frank the Fruit Fly screen.

    The bees move diagonally between their tree and the center one. You can pass through the center tree in its gray area on its trunk. For fun I added a hive to the tree (just in case you wondered where the bees came from). This was a ton of work, but I finally got it to work. So now I'll eat dinner, take my pills and go to sleep.
  20. atari2600land
    So I misjudged how big I can make the sprites. It turned out it was 5x6 not 6x6 as I had thought. Tried to redesign the yeti, but couldn't make it look as good. So I made the sprites 6x6 (in actuality 8x8, but the blank border is needed so artifacts don't clutter the screen!) Lots of time was spent trying to make it move correctly. I spent two days on it. I've been sleeping a lot, which is why I'm on this site less. Don't know why.

    The yeti moves "randomly" around the screen. If he comes to an edge, he'll reverse his direction. Now I need a new idea for the snowy part of the game. Looking at the yeti now. Man it's small compared to Craig. Oh well. At least it's animated.

    That's about the speed it animates in. Oddly, that was the easiest part to do.
  21. atari2600land
    A lot of work has been put into the raining in Quest of the Cranberry for the Channel F. And since I added a snowflake falling in the snow level, that too. The gist of the random number generator, I think, is this:
    1. Generator gets number between 0-255 in a certain table of numbers (that seems random) that the lookup point increases by one if you add to it.
    2. Make the number be between 10-73 with some code.
    3. Put said number into the x position of the raindrop or snowflake.
     
    If you're using random numbers in a game (whether it be Channel F, or Atari 2600, or anything else), it's not really random numbers. You're just looking up a certain number in a table to use as the value for your number. The trick is, you can change the table (there are only a few different tables, though), or the starting point. That is what makes it seem random. I knew this, but the snag was I didn't know how to program it to do that. But I think I figured it out.
     
    In version 39 which I posted on the game's website, I made it so the x position is random when you start at the left side of the screen. I debated whether or not I should do this, or put the raindrop/snowflake at the right side of the screen so the player knows it's raining. But I figured I should make it random because right now it's really kind of hard to lose health. This (and Frank the Fruit Fly) is a game where sometimes the player has to figure out how to advance, and sometimes the player has to play it like a normal video game (like dodge stuff).
     
    What's next is a very fast moving yeti-type character that moves randomly (again with the "random" numbers) around the screen and you need to avoid running into it. I expect this will be challenging to program. I need to design a Yeti, which is kind of hard since I can only have a 6x6 character. So we'll see how that goes. I'm thinking perhaps I can make it look like E.T. Should I make it green? Choices, choices...
  22. atari2600land
    So I was working on a song I was making. I got it all beautiful and stuff when suddenly my computer became unresponsive for a few seconds and then abruptly restarted. I had saved the last 45 minutes of my song, but the last 2 minutes weren't saved. I was so angry because it was so beautiful. So I had to redo it. It wasn't as beautiful as the last time I created something, but oh well. I hate my stupid computer.
     
    And this morning I woke up and there was a huge spider, about a couple inches long not including its legs, just standing there on the ceiling. So I got out the feather duster and put it outside. But that wasn't all. We discovered a wasp nest near our front door. I tried to sweep it away. I tried poking it away with the other end of the broom. A few wasps came out, so I think there's more. So tomorrow we have to call Terminix. AND, on top of that, it was 100 degrees today. Luckily there is an a/c on, but really? 100?
     
    That's why I'm in a bad mood.
  23. atari2600land
    So I began work on a new Odyssey 2 game that has the same idea as an Odyssey 2 game I finished but never got released. I figured since it never got released that I would see if I could make it any better. So swat the flies.

    I had to make the fly body a square since the round body was just not working at all. I only have one sprite left though. The hand is one, the handle is one and the swatting part of the fly swatter is another. Stuff I plan to do in the near future:
    + Make the fly move around
    + Add a score in.
    I'm also going to add enemies, but not so soon.
    Now that I look at it, that is an awfully huge fly. Perhaps I'll call it "Alien Flies From Beyond the Moon."
  24. atari2600land
    I was working on Frank the Fruit Fly making sure the passwords worked right. I tried level 3. I got four screens in when it started acting weird:

    So I went through the code and determined that the cause was code placement. I tried for about an hour trying to move code and stuff. I then remembered about the .orgfill statement. Perhaps that could help. So I tried putting that in the code in various spots. It worked. It also made my code 40kb larger. When I get all done adding levels, I will go back and test levels to make sure everything in the game works.

        pm_align_spr          player2:     .incbin frankspriteslevel2m.bin         player3:     .incbin frankspriteslevel3f.bin     player0:     .incbin frankspriteslevel1b.bin     player4:     .incbin frankspriteslevel4h.bin player5:     .incbin frankspriteslevel5g.bin              .orgfill 0x10000   
    The statement is at line 1,622. There are 16,603 lines in the whole code. I have no other .orgfill statements. The player statements store the sprites I use for each level. I am worried that this might just be a temporary fix though. I have no idea where one bunch of code stops and where another one starts. So right now I'm hoping that this holds together well.
  25. atari2600land
    So I finally fell asleep at 2 a.m. I purposely wanted to wake up at 10:00 a.m. for eight hours of sleep (Instead of my normal 12-14). Eight hours later, I awaken, and I'm sleepy. But now that I've been awake for half an hour, I'm not as sleepy, but it's still hard. I guess I really didn't need half a days' worth of sleep. But if not, why did I not wake up?
     
    One of the things I worked on last night was Quest of the Cranberry for the Channel F. I added two more digits to the passcode. I also discovered the largest game I can make is 62k. Which seems odd. The last byte's position is $ffff, which when divided by 1,028, yields 63. I don't know what's going on. Oh well. At least the thing works. I looked at the size of previous versions of Trimerous and they are all 62k.
     
    Now that I have two extra digits in the passcode, I can make the game bigger with more levels. But ideas seem sparse at the moment. Right now the game is sort of like "Frank the Fruit Fly" on the Channel F, complete with health %. One of the things I can't do is keep the health % when the player enters a passcode, so it begins with 99%, even when the player has, say, 2% health. I guess that is a way to cheat with the game, but I would like it to be somewhat finishable, so I'm going to make it stay like that. Or, I guess I could make an extra six digits for the health.
     
    Say the health is at 92%. Nine in binary is %1001. I could make it so nine equals pressing button one, four, one at the end. The extra one would have to be there because of the three buttons needed for 7, which is %0111. Then, for the two, the player presses buttons 2, 1, and 1 (two extra button presses, again, in case the number is 7.)
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