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Larry the Lemon (was: Black Friday!)


atari2600land

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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

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I see there's a goof in the dn data

that dir gets set to

SWCHA is the joystick some spots in the table
can't happen, ud (up and down simultaneously)
they get a zero
left-up and left-down were meant to set dir
to 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 an
entry in the table, trying to move right-down
will bug


data dn

0, 1, 2, 0, 3, 3, 3, 0, 4, 4, 4

end

incidently you could save a few bytes by using
then noinlindata optimization

here I took bf14a.bas
fixed the dn data
substituted the other move_player code
hopefully it's not buggy
and added the noinlinedata optimization

bf14b.bas

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heck

I goofed the comparison for up-down

this 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-then
to get rid of the goto

I see you left out the noinlinedata
optimization, did that mess something up?

here's bf15a.bas modified (and without
the noinlinedata optimization)

bf15a_mod.bas
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  • 2 weeks later...
  • 3 months later...

OK. Why isn't this compiling? It gives me a stupid:

 

 

DASM V2.20.07, Macro Assembler ©1988-2003
6 bytes of ROM space left
bf20.bas.asm (1659): error: Branch out of range (129 bytes).
6 bytes of ROM space left
Complete.
Errors were encountered during assembly.

 

If there's 6 bytes left then why is there a problem?

 

bf20.bas

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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

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  • 1 month later...

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 by atari2600land
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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. :)

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