bogax Posted January 28, 2014 Share Posted January 28, 2014 ok dug out pac manmaybe this is more like itbf13_mod3.bas Quote Link to comment Share on other sites More sharing options...
bogax Posted January 28, 2014 Share Posted January 28, 2014 maybe this would be betterbf13_mod4.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted January 28, 2014 Author Share Posted January 28, 2014 Thank you very much for the help. I've added a title screen, along with that I modified the game a lot. And I have 94 bytes left! By the way, I am using a modified default.inc file. What I did was added a few files for the score and deleted the pfscrolling part since I wasn't scrolling the pf. I've modified bf13_mod3 since mod4 hadn't come up yet last time I looked. Anyway, I made a whole bunch of new code. I feel like if this gets released, you need a mention in the programming department... bf14a.bas.bin bf14a.bas Quote Link to comment Share on other sites More sharing options...
bogax Posted January 28, 2014 Share Posted January 28, 2014 I see there's a goof in the dn data that dir gets set toSWCHA is the joystick some spots in the tablecan't happen, ud (up and down simultaneously)they get a zeroleft-up and left-down were meant to set dirto 3 which is left joystick u d ud l lu ld lud r ru rd dn-dir is 0 1 2 0 3 3 0 4 4 4 move u d l l r r r should be 0 1 2 0 3 3 3 0 4 4 4 u d l l l r r r since one of the 3s got left out rd doesn't have anentry in the table, trying to move right-downwill bug data dn 0, 1, 2, 0, 3, 3, 3, 0, 4, 4, 4 end incidently you could save a few bytes by usingthen noinlindata optimizationhere I took bf14a.basfixed the dn datasubstituted the other move_player codehopefully it's not buggyand added the noinlinedata optimizationbf14b.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted January 28, 2014 Author Share Posted January 28, 2014 OK, here is the latest version. I also added some color changes like the early 2600 games used. 24 bytes left. bf15a.bas bf15a.bas.bin Quote Link to comment Share on other sites More sharing options...
bogax Posted January 28, 2014 Share Posted January 28, 2014 I see you reverted the get_enemy_dir code, did I get it wrong? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted January 28, 2014 Author Share Posted January 28, 2014 Kind of. It didn't want to go left or right. Quote Link to comment Share on other sites More sharing options...
bogax Posted January 28, 2014 Share Posted January 28, 2014 heckI goofed the comparison for up-downthis might work better move_enemy s=s+1 : m=m+1 if s{0} then move_player if m<32 then enemy_move get_enemy_dir m=0 if n<3 then skip_eud n=1 if player0y>player1y then enemy_move n = n + 1 : goto enemy_move skip_eud n=3 if player0x<player1x then n = n + 1 I also rearranged the preceding if-thento get rid of the gotoI see you left out the noinlinedataoptimization, did that mess something up?here's bf15a.bas modified (and withoutthe noinlinedata optimization)bf15a_mod.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted February 8, 2014 Author Share Posted February 8, 2014 When the banana (player0) is at the bottom right-hand side of the screen and the lemon (player1) is at the lower left hand corner, player0 stops every 32 ticks of the timer and then starts up again. Is there a way to fix this? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted February 9, 2014 Author Share Posted February 9, 2014 Figured it out. But now I only have 4 bytes left. bf18.bas.bin bf18.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 17, 2014 Author Share Posted May 17, 2014 OK. Why isn't this compiling? It gives me a stupid: DASM V2.20.07, Macro Assembler ©1988-2003 6 bytes of ROM space leftbf20.bas.asm (1659): error: Branch out of range (129 bytes). 6 bytes of ROM space leftComplete.Errors were encountered during assembly. If there's 6 bytes left then why is there a problem? bf20.bas Quote Link to comment Share on other sites More sharing options...
bogax Posted May 18, 2014 Share Posted May 18, 2014 I get -14 bytesFor the branch out of range, this line if !joy0fire then main needs a gotoif !joy0fire then goto main I rearranged the get enemy direction codeto save a few bytes (and made it a little slowermaybe)(hopefully I didn't muck anything up)bf20_2.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 18, 2014 Author Share Posted May 18, 2014 Thank you! I am now having 5 bytes left. I kept wondering what the difference was between the two versions was. You didn't screw anything up, it still works the same as it did before. And I need someone to design a better banana sprite. I am using a custom default.inc file that gets rid of the pfscrolling part (since the playfield doesn't scroll in this game.) bf21.bas bf21.bas.bin Quote Link to comment Share on other sites More sharing options...
bogax Posted May 18, 2014 Share Posted May 18, 2014 Using the noinlinedata optimization should save you 12 or so bytes Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 18, 2014 Author Share Posted May 18, 2014 OK, now I have 11 bytes left. I put in the banana sprite that theloon designed and added a line to it. bf22.bas.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 19, 2014 Author Share Posted May 19, 2014 7 bytes left. Let me know if you find any bugs. bf23.bas bf23.bas.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 3, 2014 Author Share Posted July 3, 2014 (edited) OK, I've tinkered with this so it's a whole new game practically. Changes: It's no longer a see how many points you can get in 80 seconds game. Instead it's a play until you die game. The banana still chases the lemon around, but I've added a meter in. If you press fire while you still have extra lemon fresh scent power, you can make the banana stop with it. The lemon fresh scent power will gradually go up if fire is not pressed. Game starts with the reset switch. (I had to since fire is now used in the game.) Added some base notes to the title screen music. I was able to fit all this in a 2k game and still have 1 byte left. Let me know what you think and if you see any bugs. bf24.bas bf24.bas.bin Edited July 3, 2014 by atari2600land Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 4, 2014 Author Share Posted July 4, 2014 Nothing much new, just added a death sound. Still just 1 byte left. bf25.bas.bin Quote Link to comment Share on other sites More sharing options...
+Atarius Maximus Posted July 6, 2014 Share Posted July 6, 2014 Hmm. 1 byte left leaves little room for changes. I like the concept and it's a fun game, but I think it needs something to ramp up the difficulty a bit early on. In my opinion, a small 2k game needs to be a bit faster. I know I've told you that before and sorry if I sound like a broken record, but I like it when these smaller games are a bit more challenging. If you can find the space, I think adding another enemy with the sprite or a ball that either chases you or shoots from the sides would be a nice addition. It's of course your game, and it's cool as is. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted July 7, 2014 Share Posted July 7, 2014 I like it. Turning corners seem to give you some speed advantage over the banana. Kinda awkward not being able to start the game with the fire button. Maybe it's just me. I never RTFM Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 17, 2014 Author Share Posted November 17, 2014 I changed the game a little. Let me know what you think. bf26.bas bf26.bas.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 17, 2014 Author Share Posted November 17, 2014 (edited) Fixed a bug (I think) pertaining to the banana's movement. I also made it start with the fire button instead of the reset switch. bf27.bas.bin bf27.bas Edited November 17, 2014 by atari2600land Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 17, 2014 Author Share Posted November 17, 2014 How could I make it so the banana doesn't stop for a second every so often? I tried everything and couldn't do it. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted December 21, 2014 Author Share Posted December 21, 2014 ^ I fixed that problem after a few hours of trying different things. Let me know if something is wrong. bf29.bas.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted December 21, 2014 Author Share Posted December 21, 2014 Made it a timed game and added back the bass notes but made the song shorter. The first 2-digit number is the timer which goes to 30, and the second number is the score. bf29a.bas.bin Quote Link to comment Share on other sites More sharing options...
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