PacManPlus #226 Posted September 28, 2013 RC3 is here. Fixed issue Trebor was talking about with the player's shots sometimes killing the player instead of going outward when shooting. It was one of those "I'm an idiot" typos where I stored the velocity of the shot in the wrong index. As I wrote in the previous post, Frenzy's object collision (i.e. player to robot, robot to robot) does not kill the object(s), only stops them from moving in that direction. Of course Crazy Otto is the exception. Enjoy! ...and again, if anyone finds anything, please let me know. Updated manual included. Thanks, Bop Frenzy Manual.pdf Frenzy.A78 Frenzy.bin 3 Quote Share this post Link to post Share on other sites
+Trebor #227 Posted September 28, 2013 As I wrote in the previous post, Frenzy's object collision (i.e. player to robot, robot to robot) does not kill the object(s), only stops them from moving in that direction. Of course Crazy Otto is the exception. Just like the Arcade: I guess that makes me "I'm an idiot" tester for mentioning it as a "bug"... Thanks for the update, Bob. Back to testing... Quote Share this post Link to post Share on other sites
+HammR25 #228 Posted September 28, 2013 This doesn't have anything to do with the actual game logic but with my CC2 and LCD tv the robot shots can be difficult to see until my 7800 has warmed up and they change to the proper brighter colors. The quirkiness of the 7800 strikes again. Quote Share this post Link to post Share on other sites
Schmutzpuppe #229 Posted September 28, 2013 (edited) Excellent work Bob, it plays, looks and sounds good. The only issue I found so far is the garbage at the bottom of the screen when you are using HSC and a PAL device. Maybe you should try to clean the HSC Ram like Tep mentioned here http://atariage.com/forums/topic/142139-high-score-cart-source-code/?p=2799264 RC3 is here. Fixed issue Trebor was talking about with the player's shots sometimes killing the player instead of going outward when shooting. It was one of those "I'm an idiot" typos where I stored the velocity of the shot in the wrong index. As I wrote in the previous post, Frenzy's object collision (i.e. player to robot, robot to robot) does not kill the object(s), only stops them from moving in that direction. Of course Crazy Otto is the exception. Enjoy! ...and again, if anyone finds anything, please let me know. Updated manual included. Thanks, Bop Edited September 28, 2013 by Schmutzpuppe Quote Share this post Link to post Share on other sites
PacManPlus #230 Posted September 28, 2013 RC4: - with fix suggested by Schmutzpuppe, and a little adjustment to the initial placing of the robots. Thanks! Frenzy.A78 Frenzy.bin 2 Quote Share this post Link to post Share on other sites
Albert #231 Posted September 28, 2013 I'd love it people can really hammer on this version today, especially on real hardware. Thanks! ..Al 1 Quote Share this post Link to post Share on other sites
mmervine #232 Posted September 28, 2013 Ok, testing away on Prosystem as I don't have a CC2. After killing an enemy in Frenzy...when you walk into the debris field of the killed enemy, is the player supposed to die? Quote Share this post Link to post Share on other sites
Albert #233 Posted September 28, 2013 After killing an enemy in Frenzy...when you walk into the debris field of the killed enemy, is the player supposed to die? Yes. Quote Share this post Link to post Share on other sites
mmervine #234 Posted September 28, 2013 Ok, then no bugs found so far... Quote Share this post Link to post Share on other sites
mmervine #235 Posted September 28, 2013 I have a couple of nits: 1. When you kill Crazy Otto in Frenzy, it is hard to understand the voice..can you slow it down slightly? 2. I still think the highest pitched voice in Berzerk is too high I know time is tight and these are minor...that's my only feedback after and hour+ on Prosystem (other than I need a lot of practice)! Quote Share this post Link to post Share on other sites
PacManPlus #236 Posted September 28, 2013 Hi! 1. When you kill Crazy Otto in Frenzy, it is hard to understand the voice..can you slow it down slightly? It will take too long so say if I slow it down any (BTW, it's the same pitch as the arcade). Also, I can't really slow it down *slightly*, unfortunately. The different pitches are the next available sample. It says, "Charge, Attack, Shoot, Kill, Destroy" 2. I still think the highest pitched voice in Berzerk is too high I'd still like to keep it, though, because otherwise there will only be two voice pitches. Thank you Let me know if there is anything else ... Bob Quote Share this post Link to post Share on other sites
mmervine #237 Posted September 28, 2013 Did some more testing...looks good to me...another awesome game from PMP!!! Quote Share this post Link to post Share on other sites
desiv #238 Posted September 28, 2013 Did some quick testing on my CC2... Learned 3 important things... 1: These appear to be great games!! Loved the voices!! Game play is frantic!!!! Awesome!!! 2: I'm not very good at Berzerk.. 3: After playing Freny, I feel slightly less badly about my Berzerk playing. I'm REALLY not very good at Frenzy... Still, my sucky gaming abilities aside, great fun in my quick tests!!!! No problems noticed in my quick tests.. (NTSC 7800) desiv Quote Share this post Link to post Share on other sites
mmervine #239 Posted September 29, 2013 Updated my Berzerk blog to include Frenzy and Bob's latest creation: http://retrogameguy.com/2013/09/29/berzerk-and-frenzy/ Quote Share this post Link to post Share on other sites
PacManPlus #240 Posted September 29, 2013 Sorry Guys, RC5 here: Al found an issue last night while playing dual players with another AA member. In certain instances, both players could start in a room occupying the same cell on the same side of the board (i.e. on top of each other). They would either die when they moved (Berzerk) or weren't able to move at all (Frenzy). I put a check in there that if both players are in the same cell on the same side of the board, they get moved to their original starting positions. Note that in Frenzy it is possible for both players to occupy the same cell legally when starting a new maze, say if one player goes out the top left cell going up, and the other goes out the bottom-right cell going right. In this instance I put the players a few pixels away from each other on the next maze. Thanks, Bob Frenzy.A78 Frenzy.bin Quote Share this post Link to post Share on other sites
gambler172 #241 Posted September 29, 2013 Hi Bob Looks great,sounds great,plays very well Sure i want a cart greetings Walter Quote Share this post Link to post Share on other sites
mmervine #242 Posted September 29, 2013 Just gave the latest a78 a spin...looks good, I didn't find any issues! Quote Share this post Link to post Share on other sites
Albert #243 Posted September 29, 2013 I'd really appreciate any two-player cooperative or competitive testing to make sure the issues where the players materialize on top of one another no longer occurs. We saw it three times in the span of 30 minutes, twice with Berzerk and once with Frenzy. Thanks, ..Al Quote Share this post Link to post Share on other sites
NIKON #244 Posted September 29, 2013 (edited) . used wrong build Edited September 29, 2013 by NIKON Quote Share this post Link to post Share on other sites
NIKON #245 Posted September 29, 2013 (edited) Game: Build RC5 Emulator: Pro System 1.3 Recorded with Bandicam Player 1: Nikon Player 2: Nikon's Son (first time playing this game) http://www.youtube.com/watch?v=uVMeirF8fyU&feature=youtu.be Edited September 29, 2013 by NIKON Quote Share this post Link to post Share on other sites
AtariBrian #246 Posted September 29, 2013 Is that background noise always in the game ? Quote Share this post Link to post Share on other sites
Albert #247 Posted September 29, 2013 Is that background noise always in the game ? No, that is not present at all. ..Al Quote Share this post Link to post Share on other sites
Albert #248 Posted September 29, 2013 The speech is not as high pitch on real hardware. ..Al Quote Share this post Link to post Share on other sites
NIKON #249 Posted September 29, 2013 Is that background noise always in the game ? That is my sound card....I need a new one. Quote Share this post Link to post Share on other sites
PacManPlus #250 Posted September 29, 2013 I didn't watch this yet - did you find any bugs? Nevermind - I just watched the video... Everything is working as expected. Now that I'm actually watching two people playing it, it looks like fun! BTW, the skeleton is a pain to hit vertically; that was purposely done because in the arcade, they stand a little offset from you vertically. This means that when they center themselves vertically above you, you can't hit them with a direct vertical shot... You have to move. Thanks! Bob *Did I say 'vertically' enough in the last two sentences? 1 Quote Share this post Link to post Share on other sites