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SpiceWare

Kaboom! Deluxe!

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Thanks all!  All went well; though there was an emergency at the hospital which delayed the surgery, making for a long day. They said we should be able to take him home tomorrow.  

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Nope, been busy of late working on my presentation for the Houston Arcade Expo. I like to revise it each year based on how the prior year went, which was way too long with 79 slides. I'll be speaking at 7pm on Friday the 15th, so want to have it finished by this weekend which would give me next week to practice it.

 

Thanks for the reminder though, I'd also been sidetracked with setting up my new TV and the Harmony/Melody Club where I've finished the setup instructions and started the CDFJ forum. I'm hopeful we'll see others besides Chris, John, and myself taking advantage of the Melody Board

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On 3/13/2019 at 7:47 AM, SpiceWare said:

Hmm, looks like I have a couple other things to fix. The Activision logo is a bit scrambled, and when attract mode kicks in the bottom area shows things it shouldn't.

 

post-3056-0-24342800-1552488323.png

 

The logo issue is most likely due to a branch that's now crossing a page. It might fix itself by the time I finish writing the Mad Bomber throttling routine.

what is the attract mode?

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Attract mode is the color cycling that occurs with earlier games when the game is left idle. It was done to alleviate concerns of burn-in. In later games the attract mode is a demonstration of gameplay.

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I fixed the problem with the logo last night. Still trying to figure out what I was doing with the mad bomber routines. 

 

kaboom_deluxe.thumb.png.e081d08af67cf4540746a41b61e1f555.png

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Finally felt inspired to work on this again and made some progress this weekend.

 

Player controlled Mad Bomber routines were so messed up it made the Pitch & Catch variations unplayable, and it's been so long since I'd last worked on the routines that I didn't remember what I was attempting to do. So I tracked down a copy of the source from February 7, 2019 and used it to restore my original logic. Now that it's back to being playable I can start over on the throttle routines.

 

I fixed the extra black bars that show up around the logo when in attract mode (scroll up to Reply 57 to see them).

 

kaboom_deluxe_dbg_05271da9.thumb.png.b38ab3243e6a0fc5a21401f3539d6dde.png

 

While working on that, I realized something's messed up with the attract mode as it's aborting the color cycling after ~17 seconds. There's a variable called attractMode and in Kaboom it does this:

  • count up from 0, incrementing once every 256 frames
  • when it hits $80 the color cycling starts
  • When it increments from $FF it the goes to $80, not $00 - this keeps the color cycling going

In Kaboom Deluxe it's doing this:

  • count up from 0, incrementing once every 256 frames
  • when it hits $80 the color cycling starts
  • When it increments from $83 it goes to $00, turning off the color cycling

 

Current To Do List:

  • throttle player controlled Mad Bomber movement based on Game # and Level #
  • update difficulty switch routines to work correctly in new game variations
  • figure out how I broke Attract mode, and fix it
  • during Attract Mode the background in the Activision logo area shows some extra on the left & right vs Kaboom, need to figure out how to hide that

161490582_Kaboom!(1981)(Activision).thumb.png.b7f84c0ca94880fe8f99146bb1010d1d.png

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Finished up the Activision logo area, it now looks like it should during attract mode. I was also able to make the rainbow and white text color cycle.

kaboom_deluxe.thumb.png.34bda3cf61ae5a7b5f4ff94f82603b80.png

 

Somehow the issue with the attract mode aborting fixed itself - I hate bugs like that.

 

For games 3+ I've added the ball object to the top to show the Mad Bomber's paddle position.

 

kaboom_deluxe_2.thumb.png.03f23de1817511bbf960c49f74a10f4a.png

 

kaboom_deluxe_1.thumb.png.2f8b7ec6422410a79ffa1410b5b804c2.png

 

At the moment they always line up, but eventually it'll help the player controlling the Mad Bomber. If you're not clear on how that'll help then check out the Dancing Dragon easter egg in Medieval Mayhem. Trigger it by pressing the buttons on both paddles plugged into the left port.

 

Player 1's paddle controls the line below the dragon.  In this image the dragon is dancing in place:

233270932_MedievalMayhem(NTSC).thumb.png.ce4903c933e4a032232915f7fe6f73d3.png

 

 

In this image the dragon is dancing to the right:

1999594700_MedievalMayhem(NTSC)_1.thumb.png.78084a374d30aecc8836a03a52ecbc4d.png

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Thanks Darrell. Happy to see you working on this game again. This will be an excellent, two player, paddle game. 

 

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Really looking forward to this Darrell! Very glad you shared the Medieval Mayhem easter egg! Didn't know about this so will have to try it.  :) 

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On 3/28/2020 at 7:22 AM, Kaboomer said:

Really looking forward to this Darrell!

 

Yesterday I updated the skyline & buildings kernel to color cycle during attract mode:

 

kaboom_deluxe.thumb.png.5592089e5a14b31189f4ca947df6c0f3.png

 

The added code shifted the graphic data for Activision just enough to cause a page break, which throws off the time critical logo loop by 1 cycle. That results in scrambled text:

 

kaboom_deluxe_1.thumb.png.8b85be71ea25932fcaaac44432e7646f.png

 

To fix that I moved the graphic data to prevent the page break, but now attract mode no longer activates.  Moving data shouldn't change program logic, just execution time - the fact that it's doing so is extremely frustrating.

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Posted (edited)

Are you sure that there a no magic numbers (pointers) affected now?

Edited by Thomas Jentzsch

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1 hour ago, Thomas Jentzsch said:

Are you sure that there a no magic numbers (pointers) affected now?

 

Turned out to be the paddles plugged in with Stelladapter while Stella was configured for Joystick. The paddle was turned just enough to sometimes trigger joystick left/right, which is equivalent to pressing paddle buttons. Pressing either one resets the attractMode counter in Kaboom:

Overscan SUBROUTINE
   lda #OVERSCAN_TIME
   sta TIM64T                       ; set timer for overscan
   ldx SWCHA                        ; read the paddle fire buttons
   inx
   beq CalculateBucketPosition      ; branch if fire buttons not pressed
   sty attractMode                  ; y = 0 from above copyright loop

 

Installing the latest Stella fixed that due to Stella's new controller detection.

 

Latest thing that broke is the bombs are no longer smooth scrolling down the screen, they're now jumping row to row like an LCD game.

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  • Game variations 3-8 are Pitch and Catch
  • Throttle routines are in place
  • Finished attract mode
  • Games 3+ uses ball behind the score to show paddle position for player controlling the Mad Bomber

The throttle routines use Game # + Level #, so the max distance the Mad Bomber can move per frame is:

  • Game 3 moves 2- 9
  • Game 4 moves 3-10
  • Game 5 moves 4-11
  • Game 6 moves 5-12
  • Game 7 moves 6-13
  • Game 8 moves 7-14

I can adjust the throttle amounts, such as use Game # + (Level # / 2),  just need feedback for how this works for y'all.

 

TODO:

  • update difficulty switch routines to work correctly for games 3+

 

NTSC

kaboom_deluxe_20200329_NTSC.bin

 

PAL

kaboom_deluxe_20200329_PAL.bin

 

PAL60

kaboom_deluxe_20200329_PAL60.bin

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On 6/27/2019 at 8:18 PM, spspspsp said:

I noticed one issue, however: when playing mode 3 and P1 is the bomber, the difficultly switch for P2 seems to be stuck on the "a" difficulty. That is, P2 can only use the small buckets (or whatever they are) for catching bombs. If I flip the switch from "a" to "b" the large buckets appear for a split second but them immediately shrink again.

 

Had this on my To Do list and finally got around to taking a look at it today.  I am not able to recreate it - only thing I noticed was if the difficulty switch is set to A then the buckets are smaller and the Mad Bomber can go a little further to the right. Still plays fine, so not something I plan to change.

 

If you're still experiencing it then your difficulty switch might be at fault.  Easy way to test that is to play a 2 player game of Space Invaders and see if player 2's base is always big.  Easiest way to do that is with the Menu version of Space Invaders by @Omegamatrix:

 

1930504268_SpaceInvadersMenu(rev1).thumb.png.54b52f4d76b3af4db9a61ee0069d6b2a.png

 

632509834_SpaceInvadersMenu(rev1)_2.thumb.png.55c3a1bfb8aa3a712971d27b5f53cc03.png

 

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