+atari2600land Posted October 29, 2009 Share Posted October 29, 2009 A few years ago, you may remember I tried to port Toobin' to the 2600. People didn't like the fact that it didn't have any physics. So I added some. They may need tweaking, but basically what I did was studied the NES version. If you're pressing left and quit pressing it, it doesn't automatically stop like it did in the first version. Same thing with right and down. Please note that I used way less than 4k. The reason why it's 8k is because I deleted the part about putting in the file that implements scrolling from the 4k includes page. toobin.bas.bin 1 Quote Link to comment Share on other sites More sharing options...
yuppicide Posted October 29, 2009 Share Posted October 29, 2009 Not much to see here, but I'll confirm I tried it out and it works. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 30, 2009 Author Share Posted October 30, 2009 I did a little bit more here. Added some music (will add an option to turn it off), a title screen, and tested things to pick up. I'll also put in some things to avoid (crocodiles, spears, etc.) toobin.bas.bin 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 30, 2009 Author Share Posted October 30, 2009 Changes: * color=music on, b&w = music off * added lives, random alligator Next up: Putting in spears that fly across the screen (from the natives who don't like the fact that you're going down their river in an inner tube.) Different levels will include having more than one alligator to dodge (using NUSIZ1), longer spears, thinner river, etc. Another enemy i'd like to try is a radioactive beaver (he has to be green) that will sort of sense where you're going and he'll try to attack you. toobin.bas.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 2, 2009 Author Share Posted November 2, 2009 Here's a new version. I've decided that the levels are called "waves" and that a new wave appears after you hit 10,000 points. Wave 2 is where the radioactive beaver, as well as some other new enemies which I haven't thought up yet) come into play (which I haven't programmed yet.) Right now, you'll be on wave 1 forever. There are two things that get you points and two things that take away lives. The two things that get you points are the cans, and a new thing which are the bars, which if you go between them, you'll get 500 points (it's 1,000 points in the NES version). The two things that take away points are the alligators, and a new spear which flies across the screen. Right now, it's kind of impossible to get hit by it unless you're at the far left, so I'd like some help on how it could make it easier to hit you. Up next is programming the beaver. Once you get 10,000 points, the guy will automatically go to the bottom of the screen and reappear at a new river (I haven't programmed this in yet, either.) toobin.bas.bin toobin.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 3, 2009 Author Share Posted November 3, 2009 levels have been programmed in, as well as the beaver appearing after level 1. I can't draw very good, so my beaver doesn't look very good. If anyone can draw me a beaver sprite, I'd really appreciate it. By changing the inner tube to the ball, it's the same color as the playfield so I can have player 1 be any color I want it to be, thus the beaver is brown. Everything else is green for now. I'm also going to change the music for wave 2, but I haven't done that yet. toobin.bas.bin toobin.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 4, 2009 Author Share Posted November 4, 2009 Changed music for wave 2 and added a log enemy in wave 2. Everything seems to be going good in scanlines and cycles. toobin.bas.bin toobin.bas Quote Link to comment Share on other sites More sharing options...
donnerkuh Posted January 31, 2010 Share Posted January 31, 2010 I like the intro, the good looking player and the music. Nice. How do you get the scrolling-effect? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted February 8, 2010 Author Share Posted February 8, 2010 There seems to be no rhyme or reason as to why it blinks, but it does. Could someone look at the code and help me get the scanline back down to where it should be? toobin020910.bas Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted February 9, 2010 Share Posted February 9, 2010 (edited) There seems to be no rhyme or reason as to why it blinks, but it does. Could someone look at the code and help me get the scanline back down to where it should be? There should be remarks that describe the variables and remarks that say what each section does. When there's nothing but a mass of code with no explanation, it's too hard for others to know what is going on without spending too much time trying to decipher the code. REM is your friend. Edited February 9, 2010 by Random Terrain 2 Quote Link to comment Share on other sites More sharing options...
Nateo Posted February 28, 2010 Share Posted February 28, 2010 I like it so far. The physics are great, and the scrolling is really effective. However, I think the first level lasts just a bit too long, and that beaver is damn near impossible to get by. Is it possible to get your little drifter to move all around the river, and approach acceleration in a Spy Hunter sort of way? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 20, 2011 Author Share Posted April 20, 2011 Hi, all I was going through my computer, and found this. I spruced it up a little and added some things. Right now, you can go slower by pressing Up (which is sort of like a brake, but you're still moving but almost not.) Wave 1 is the wide Amazon River while Wave 2 is the Mississippi River. I don't know, do they have beavers in the Southeastern US? I tried to make Wave 1's music Rock & Roll while Wave 2's music is (supposed to be) jugband-type music. toobin04192011.bas toobin04192011.bas.bin Quote Link to comment Share on other sites More sharing options...
Impaler_26 Posted April 20, 2011 Share Posted April 20, 2011 Plays nice and i like the music too! When you return to the titlescreen after playing the first row of the title is cut off (probably because the playfield needs to be reset after using pfscroll...?): Quote Link to comment Share on other sites More sharing options...
lucifershalo Posted April 20, 2011 Share Posted April 20, 2011 nice hope you will finish it Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 22, 2011 Author Share Posted April 22, 2011 I've added the can throwing thing. To throw a can at an enemy, press left or right + fire. You will then throw it to the left or right of you. I've also added another level (Yukon), you start on it (for testing purposes). I tried to make some ice music, but I think this song is better suited for the Styx River (which I plan to put in as the last level, as it is the river in Hell.) toobin04212011.bas toobin04212011.bas.bin Quote Link to comment Share on other sites More sharing options...
PAC-MAN-RED Posted April 22, 2011 Share Posted April 22, 2011 In the latest version, if you push up to break, you die. Kinda funny. I've also noticed that the slalom like things, and the can? that bounces back and forth sometimes appear inside the walls. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 22, 2011 Author Share Posted April 22, 2011 That's a bug that I fixed. You can now press up here. toobin04212011.bas.bin toobin04212011.bas Quote Link to comment Share on other sites More sharing options...
Brian O Posted April 22, 2011 Share Posted April 22, 2011 Coming along nicely A few things: Moves a bit fast, IMO. Shouldn't need to use joystick and fire button to throw the can, unless you are throwing right, left, or diagonally. That said, I wasn't able to throw the can directly ahead of me, only diagonally. It would make the game better if you could throw the can directly ahead, and side to side. It would be more challenging if the square blocks you try to pick up were the cans. This way, if you depleted your ammo, you would be stuck having to rely on navigating around obstacles, instead of simply knocking them out of the way w/ the can. You should have multiple courses, each with a timer. If you reach the end w/ time left, it counts towards a bonus. If not, you die and then start course over. I experienced the same thing PMR did -- when you brake, you die. I think this is a bug. You should think about adding rapids. These could be sections of the course that appear sporadically, which causes you to go fast and have less control. Just a thought. Really like where this is heading. Keep it going! -B Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 29, 2011 Author Share Posted April 29, 2011 Added a few things. Like a can counter. When this is at 0, that means you can't throw cans, you need to start picking them up on the course. The majority of the time spent on this version was getting the math right in hexadecimal (something I stink at). Also, I've divided the number of points by ten (instead of 500 points, for example, you only get 50.) This is to accommodate the can counter, which is the first digit of the score. Please tell me if you see any bugs. toobin04229011.bas.bin toobin04229011.bas Quote Link to comment Share on other sites More sharing options...
lucifershalo Posted April 29, 2011 Share Posted April 29, 2011 hey, it is really nice... as Brian O said it is moving too fast otherwise it is quite promising.... Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 30, 2011 Author Share Posted April 30, 2011 I slowed the game down a little. toobin04292011a.bas toobin04292011a.bas.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 1, 2011 Author Share Posted May 1, 2011 Hey all, I changed level 3's music, and if you survive level 3, you get to see level 4 (the Styx River). I've also added a speed up option (IMO level 4 needs it), press down to increase your speed a little. Let me know if either of these levels are too hard (or easy.) toobin04302011.bas toobin04302011.bas.bin Quote Link to comment Share on other sites More sharing options...
KevinMos3 Posted May 3, 2011 Share Posted May 3, 2011 Ha! Level 3 or 4 too hard? I can't get past level 1! I guess I really need practice. Maybe if the collision detection just used the raft instead of the player's whole body it would be easier to squeak by those obstacles. Looks like it's coming along nicely though. BTW, are all the river banks white? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 4, 2011 Author Share Posted May 4, 2011 Ha! Level 3 or 4 too hard? I can't get past level 1! I guess I really need practice. Maybe if the collision detection just used the raft instead of the player's whole body it would be easier to squeak by those obstacles. Looks like it's coming along nicely though. BTW, are all the river banks white? I forgot to mention, you're starting on level 3. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 4, 2011 Author Share Posted May 4, 2011 Oh man, I was looking through these posts and I realized I had posted the wrong version! Here is the correct one. Sorry. toobin043011.bas toobin043011.bas.bin Quote Link to comment Share on other sites More sharing options...
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