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atari2600land

Castle of Doom

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Heya atari2600land, we'll be featuring Castle of Doom on today's ZeroPage Homebrew livestream on Twitch at 2PM PT/5PM ET! Really looking forward to seeing how far we'll be able to get in the game. :-)

 

Twitch Stream: https://www.twitch.tv/zeropagehomebrew/

Other Games Today:
- Kuru Kuru Tsuchinoko (WIP) by mojofltr
- Simple Horizontal Shooter (WIP) by Random Terrain
- Lost Cat (WIP) by Jared Gray West

 

 

EDIT: Here's the YouTube archive video of the live broadcast! We managed to finish EVERY level and it wasn't easy, that's for sure. Great game atari2600land! :-)

 

Edited by cimmerian

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Do you think you are going to make it 50 levels as planned?

I'm not sure. Right now I have 924 bytes in bank 2. I don't know if I have space for 9 rooms there. I added a new room, room #41. These are getting really harder, and I'm the one making the game!

castle46.bin

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I thought to myself when creating this stage "Since the bats go up and down, why not just make the bats be spikes instead?" Hours of crazy progamming ensued, and Room 42 is the result. I had to figure out where to put the spike ends sprite in the game (right after the walking sprites) since it depends on the pointer0. And so anyway, here. I've also put in the code in case you want to know how the spikes were done, but be warned: The code is abut 1,500 lines for the whole game.

 

 

castle47.bas

castle47.bas.bin

post-9475-0-72034300-1543211432.png

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Added a 44th level and a level selection thing. Press the game select switch for the level counter to increase. Also, the huge knives may be in jeopardy of being replaced by bats. I found that adding new playfield data moves around the pointer for the knife data. Something that I need to check often when adding a new level from now on. Which is why I put the level selection thing in.

 

castle50.bin

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Playing the game on real hardware. What really got me was level 36. I deemed it impossible, so I changed it to be a little easier. I also added a new level here. I got confused and thought level 45 was level 44 for some reason. I changed it and now it has 46 levels.

 

castle53.bin

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One minute I had 440 bytes left in bank 2. All I did was change the data in an already made playfield data block and I have 220 bytes left! So I guess the game will have 47 rooms. I need to put in an ending.

castle54.bin

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Hmm I'm guessing that the playfield data is aligned with page boundaries, and your data exceeded a page boundary.

 

Anyway it will be cool to see this one finished. Any plans for a cart?

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new rooms are great!

I think it's a good thing you made room 36 easier, it was crazy hard! It took me about 50 tries to pass it :-D

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It's back. The game will have 63 levels. I have 10 levels left to design. I made this one last night.

castle62.bas.png

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6 hours ago, atari2600land said:

It's back. The game will have 63 levels. I have 10 levels left to design. I made this one last night.

castle62.bas.png

Awesome!!!

 

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Spent a ton of time optimizing the code so it runs better. Before, it had instances of scanline reading 263 (yes, even in bB games can do that!) but now it doesn't. We'll see how long that holds up.

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