+atari2600land Posted September 13, 2019 Share Posted September 13, 2019 I'm back on making Odyssey 2 games again. This time I'm going to make a racing game similar to MotoRodeo for the 2600. Need to add music to this title screen, then I can start working on the actual game part. 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 14, 2019 Author Share Posted September 14, 2019 Added some "music", or about as close as a layman can come to Odyssey2 music. I also began work on the timer. At the title screen, if you press ACTION, the timer will begin. If you let it run to 10 minutes it will restart the game and the title screen will appear again. I'm done with it for today so I'll post what I have before I go to sleep now. chris3a.zip Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 15, 2019 Author Share Posted September 15, 2019 Worked on this for a few hours today. Now there's a box to dodge. But I fear that if all the game is about is just dodging boxes it won't be very fun. I need to play MotoRodeo for some inspiration but moving hurts because it's very hot in my room. chris4a.zip 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 16, 2019 Author Share Posted September 16, 2019 I need help. While I'm waiting for it, before I needed help, I made a thing I call a "zipper" that when you run over it, gives you a short burst of speed. What I need help with is how to point to a certain number in a db. Like I have one with y positions, but I can only get the first value and not the second. I need to find out how to make it so every time it's read it increases the value and gets the next y position in line. boxydata: db 029h, 039h, 049h, 059h ... add a,#boxydata & 0ffh movp a, @a ;get byte mov r1, a mov r0,#000h ; pointer to sprite 0 Y pos in VDC mov r7, #1 call copyspriteloop2 ... copyspriteloop2: mov a,r1 movp a,@a ; get byte movx @r0,a ret The code above only gives me the first value. How do I make it point to the second, then third, etc.? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 16, 2019 Author Share Posted September 16, 2019 OK, I figured it out I think. Never mind the floating blocks in the sky. That's where I stopped coding. chris5a.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 17, 2019 Author Share Posted September 17, 2019 It must have rained, there's a puddle in the track now. chris7.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 19, 2019 Author Share Posted September 19, 2019 My attempt at music didn't quite work out as I thought, so I got rid of it and replaced it with a countdown to starting each race. Could someone with a PAL Videopac console test this for me? I'm concerned that my attempts to get rid of the sprites by putting them at the bottom of the screen isn't working like I want on them. chris11.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 19, 2019 Author Share Posted September 19, 2019 After some recoding, I don't need to worry about PAL anymore. I just blanked the sprites out. chris12.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 20, 2019 Author Share Posted September 20, 2019 The first track is completed. chris13.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted February 10, 2020 Author Share Posted February 10, 2020 Major rework. Instead of using the joystick to select a game, you press the keypad. Select tracks 1-5 and press 6 to start. I would have liked Enter, but I can't figure out which button it is. I eventually want track 5 to be a randomly generated track, but I need help (see the topic in the AtariAge programming section for more info.) I was up all night working on this. I hate sleeping. chris14.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted February 11, 2020 Author Share Posted February 11, 2020 In this version, all you do is press a number. You don't have to press enter or anything. chris16.zip Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted February 12, 2020 Author Share Posted February 12, 2020 I'm afraid the random number thing isn't going to work. I got it running, but it wasn't random enough. At least I tried. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 3, 2020 Author Share Posted April 3, 2020 I will attempt to do the random thing once more. In the meantime, here's this. Press 1 to start a race. You can press 2 or 3 as well, but things may not work well. I've decided to just have 4 tracks, so the fourth one will be the random one, if I can get it working. Spent all night on this, so, here. chris20.zip 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 3, 2020 Author Share Posted April 3, 2020 Got the random track working. Press 4 to begin it. You can also press 1-3 but it won't work correctly. chris21.zip Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 4, 2020 Author Share Posted April 4, 2020 Worked on this some more this morning. Tracks 1-3 are fixed, and tracks 4-6 are random. They differ in length. Tracks 1 & 4 are short, tracks 2 & 5 are medium, and tracks 3 & 6 are long. I also got rid of the weird blinkiness that was associated with pressing a number. chris22.zip Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 4, 2020 Author Share Posted April 4, 2020 It's raining now. chris24a.zip Quote Link to comment Share on other sites More sharing options...
+bhall408 Posted April 8, 2020 Share Posted April 8, 2020 On 4/4/2020 at 1:12 PM, atari2600land said: It's raining now. Should v24a be working in emulators? I tried it (and v22) in OpenEmu (Mac) and no go... It certainly could be an issue with OpenEmu, but it is working with .ZIP files of classic O2 games generally. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 8, 2020 Author Share Posted April 8, 2020 I tried 24a on O2EM and a real Odyssey2 and it works ok. Quote Link to comment Share on other sites More sharing options...
+bhall408 Posted April 8, 2020 Share Posted April 8, 2020 OK, I'll blame the emulator then Quote Link to comment Share on other sites More sharing options...
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