+Propane13 #1 Posted July 30, 2013 This just hit me-- if Kaboom had 2 more "faster" levels added, would they be humanly possible to play? I wonder if anyone's ever hacked Kaboom to give it a little more speed, and saw what happened. -John Quote Share this post Link to post Share on other sites
VectorGamer #2 Posted July 30, 2013 It would be faster Quote Share this post Link to post Share on other sites
atari181 #3 Posted July 30, 2013 And much harder Quote Share this post Link to post Share on other sites
mkiker2089 #4 Posted July 30, 2013 The game would be worse. It already ramps up too fast to be fun iny my opinion. Quote Share this post Link to post Share on other sites
keilbaca #5 Posted July 30, 2013 I can consistently beat level 8. I wouldn't mind a fast Kaboom! Quote Share this post Link to post Share on other sites
johnkyrle #6 Posted July 30, 2013 God,Kaboom on speed!!!!Quick enough already thanks!Maybe my paddles need renovating Quote Share this post Link to post Share on other sites
+Gemintronic #7 Posted July 30, 2013 This just hit me-- if Kaboom had 2 more "faster" levels added, would they be humanly possible to play? I wonder if anyone's ever hacked Kaboom to give it a little more speed, and saw what happened. -John batari BASIC could do a Kaboom clone easy. Why hack when you can remake? Quote Share this post Link to post Share on other sites
+Propane13 #8 Posted July 30, 2013 Might be an easy enough hack though: http://www.bjars.com/source/kaboom.asm Looks like "bombDropVelocity" may be a variable to look into. I wonder if we could make Kaboom have 16 levels, to allow some users to have a more gradual experience, but have the last few levels be faster than current level 8. -John Quote Share this post Link to post Share on other sites
Thomas Jentzsch #9 Posted July 30, 2013 I once made a training version for a professional player. IIRC it was even faster than the original maximum speed. Whenever I tried it myself, I got killed within seconds. Kaboom9_3.zip Quote Share this post Link to post Share on other sites
+SpiceWare #10 Posted July 30, 2013 (edited) Might be an easy enough hack though: http://www.bjars.com/source/kaboom.asm Looks like "bombDropVelocity" may be a variable to look into. I wonder if we could make Kaboom have 16 levels, to allow some users to have a more gradual experience, but have the last few levels be faster than current level 8. -John I don't have time to try it now, but this is what I'd start with. Original code: ; bomb group constants BOMB_GROUP_MAX = 8 MAX_BOMBS_GROUP1 = 10 MAX_BOMBS_GROUP2 = 20 MAX_BOMBS_GROUP3 = 30 MAX_BOMBS_GROUP4 = 40 MAX_BOMBS_GROUP5 = 50 MAX_BOMBS_GROUP6 = 75 MAX_BOMBS_GROUP7 = 100 MAX_BOMBS_GROUP8 = 150 ... MaxBombsPerGroup .byte MAX_BOMBS_GROUP1-1,MAX_BOMBS_GROUP2,MAX_BOMBS_GROUP3,MAX_BOMBS_GROUP4 .byte MAX_BOMBS_GROUP5,MAX_BOMBS_GROUP6,MAX_BOMBS_GROUP7,MAX_BOMBS_GROUP8 ; ; The following are never read. The bomb group maxes out at 7. It looks as if ; they had intended the bomb groups to go to 10. ; .byte 255,255,240 Revised Code (don't include the <-- arrows or the text after it) ; bomb group constants BOMB_GROUP_MAX = 10 <-- increase number of groups MAX_BOMBS_GROUP1 = 10 MAX_BOMBS_GROUP2 = 20 MAX_BOMBS_GROUP3 = 30 MAX_BOMBS_GROUP4 = 40 MAX_BOMBS_GROUP5 = 50 MAX_BOMBS_GROUP6 = 75 MAX_BOMBS_GROUP7 = 100 MAX_BOMBS_GROUP8 = 150 MAX_BOMBS_GROUP9 = 200 <-- new value MAX_BOMBS_GROUP10 = 250 <-- new value ... MaxBombsPerGroup .byte MAX_BOMBS_GROUP1-1,MAX_BOMBS_GROUP2,MAX_BOMBS_GROUP3,MAX_BOMBS_GROUP4 .byte MAX_BOMBS_GROUP5,MAX_BOMBS_GROUP6,MAX_BOMBS_GROUP7,MAX_BOMBS_GROUP8 .byte MAX_BOMBS_GROUP9,MAX_BOMBS_GROUP10 <-- extend table ; ; The following are never read. The bomb group maxes out at 7. It looks as if ; they had intended the bomb groups to go to 10. ; .byte 240 <-- remove 2 values If that works and there's space in the ROM you could increase BOMB_GROUP_MAX and extend the MaxBombsPerGroup table. You'll need to redo the group sizes as 255 is the max you could use. Edited July 30, 2013 by SpiceWare Quote Share this post Link to post Share on other sites
Jinks #11 Posted July 31, 2013 (edited) Um its already impossible for humans that i know of.. Edited July 31, 2013 by Jinks 1 Quote Share this post Link to post Share on other sites
keilbaca #12 Posted July 31, 2013 (edited) I once made a training version for a professional player. IIRC it was even faster than the original maximum speed. Whenever I tried it myself, I got killed within seconds. I got something to play when I get home Might be an easy enough hack though: http://www.bjars.com/source/kaboom.asm Looks like "bombDropVelocity" may be a variable to look into. I wonder if we could make Kaboom have 16 levels, to allow some users to have a more gradual experience, but have the last few levels be faster than current level 8. -John That would actually be pretty sweet. It would make for a much more fun game on the high score club Edited July 31, 2013 by keilbaca Quote Share this post Link to post Share on other sites
godzillajoe #13 Posted July 31, 2013 batari BASIC could do a Kaboom clone easy. Why hack when you can remake? Because it would look and play like ass. Quote Share this post Link to post Share on other sites
Emehr #14 Posted July 31, 2013 I got something to play when I get home Yeah, can't wait to try this with my CC2. I think Kaboom's difficulty ramp is perfect as it is. It gets me warmed up to its native speed then promptly hands me my ass. I'm lucky to get 4000 points. Quote Share this post Link to post Share on other sites
keilbaca #15 Posted August 2, 2013 I'm up to 1,881 right now. This is tough, I like it! Quote Share this post Link to post Share on other sites
+Gemintronic #16 Posted August 2, 2013 batari BASIC could do a Kaboom clone easy. Why hack when you can remake? Because it would look and play like ass. You've seen the DPC+ games made with bB, right? There's a free download of Princess Rescue. Does that play like ass because it's made in bB? The simple fact is that batari BASIC can support up to 10 multi colored sprites using the DPC+ kernel. That's more than enough for the thief, bombs and player. If you're going to come off rude to a whole section of AtariAge developers and members then at least back up your statement. 1 Quote Share this post Link to post Share on other sites
godzillajoe #17 Posted August 2, 2013 So code it up and prove me wrong. My problem with Bb is the half-assed one square chases another square on a blocky playfield that every hack tries to pass off as a game. Yeah, it's rude but it's true. Quote Share this post Link to post Share on other sites
+RevEng #18 Posted August 2, 2013 Just ignore him theloon. He's already been shown evidence to the contrary. and still clings to his tired old "bb games look like blocks" mentality. 3 Quote Share this post Link to post Share on other sites
+Gemintronic #19 Posted August 2, 2013 Just ignore him theloon. He's already been shown evidence to the contrary. and still clings to his tired old "bb games look like blocks" mentality. That explains a lot. First time I get to use the ignore feature Quote Share this post Link to post Share on other sites
Video #20 Posted August 3, 2013 (edited) Of course the games look like blocks. It's friggin ATARI!!! The rather low quality graphics, limited sprite count, and limited colors is part of the charm, and MAD PROPS to all the developers who can do anything with it (which is most of the current ones IMO, and lots of the classics too) Maybe he's only played jammed or something like that? Back on topic, as far as a faster Kaboom....uh....yeah. That game already destroys me. (I didn't know it had only 8 levels, as I've never beaten them all, to my recollection) Edited August 3, 2013 by Video Quote Share this post Link to post Share on other sites