Jump to content
DaveM

My 1st Homebrew - Mr. Yo-Yo, WIP

Recommended Posts

Hi David,

 

On 2/21/2020 at 5:40 PM, DaveM said:

For some reason, I seem to be having some scanline issues again.  Every now and then, it'll jump to 263 scanlines, and I have no idea why.  I've kinda hit a bit of a wall with this for now, and on top of that, I've caught one helluva nasty bug.  Lately, I'm either coughing my head off, or the meds have kicked in and my head's in a complete fog.  So I'm in no mood to start debugging that stuff right now.  If anyone wants to have a look at the code and figure it out, or point me in the right direction, I'd appreciate it.  If not, I'm sure I'll get to it eventually.

 

I haven't been following and keeping up as I planned. This still looks promising. Sorry to read you were under the weather. Hoping you were able to shake the sickness and continue with this.

Share this post


Link to post
Share on other sites
6 minutes ago, DEBRO said:

Hi David,

 

 

I haven't been following and keeping up as I planned. This still looks promising. Sorry to read you were under the weather. Hoping you were able to shake the sickness and continue with this.

Yes, I'm feeling much better, thanks for asking!

 

I took some time off from working on the game in order to recover and take care of some other things, but I added a few things a couple weeks ago (just didn't release an update, since the changes were so minor), and started working again on it last night.  I'm currently working on re-writing my audio player routine so that I'm not using so much space to store my audio data (I freed up some 250 bytes last night, and I'm not done yet), then I'll be adding in the rest of the audio (the music for the intermission, mostly).  I'm also making a few other minor adjustments to the game.  I should have my next update ready by end of next week, if all goes well.

 

Once that's set, then I'll turn my attention to the kernel.  I'm planning on taking time to go through the code of those other games and see what I figure out.  I'll start by taking a crack at it myself, and when that doesn't work, I'm sure I'll be reaching out for some help.

 

I have a busy month and a half or so coming up with some other things I'm involved with, so I won't quite have as much time as I've had to work on this, but I am continuing with it and would like to finish it off.  

  • Like 1

Share this post


Link to post
Share on other sites

It's been a while, but I finally have a new update!  Here's what's new:

  • A new audio alert plays when the bonus gem shows up in the bonus cave.  Previously, the two-tone notely alert played, but I felt the game needed something more distinctive when the gem showed up.  Every now and then, the alert won't play, but I can't figure out why.  I've added this to my "known issues" list.
  • Audio has been added to the intermission.  This completes the audio for the game.
  • The lives remaining icon will now show a sad face when the Mr. Yo-Yo animation is showing a sad face (during the death sequence and while the player is stunned).  Previously, it showed a sad face when the player had no lives in reserve.  Not sure anyone noticed that, and I found it to be a bit misleading.  That seemed to indicate the game was over, when it wasn't.  So now the icon mimics the player animation.
  • While playing the game, I noticed the Snipper is a real pain.  He's the game's signature enemy, so I didn't want to remove him, but he seems to have too much of an advantage.  Over the past few weeks, I tried numerous things to offset this advantage, and when I couldn't get those to work, I settled on what I call the "Snipper Sniper Bonus."  It works like this - shoot 3 Snippers in any single cave, and the Snippers will no longer spawn in that cave.  Once triggered, if the game tries to spawn a Snipper, it will spawn a coin or power-up instead.  There is no visual or audio cue to signal when you accomplished this.  You'll just notice there's no more Snippers, and you're seeing more coins.  The bonus lasts for the duration of that single cave only, and resets upon entering a new cave.  It also resets if you lose a life.  If you die, you must shoot another 3 Snippers to get the bonus.  This new bonus comes in very handy in the orange caves when you need to shoot 3 enemies to trigger a notely to appear, and then you have to make 8 rescues to clear the cave.  Having no Snippers around is a big plus!
  • As I've been working on the game, I came to the realization that the way I stored the audio data is about as inefficient as I could possibly do it.  I had pretty much filled up my 2nd bank with audio data.  So for this release, I changed much of that and freed up a good 300 bytes or so.  I've combined the two control arrays into one, and did the same with the volume arrays, storing data for the two audio channels into one byte, rather than two.  The trade off is that I had to add code to split these values into the values for the two channels, but that doesn't seem to cause any problems.
  • I reorganized the data arrays in the 2nd bank and added a few aligns here and there, which seems to help with the scanline issues I was having.  It's not completely cleared up, but it's so much better than what it was.  I was just crossing too many pages reading those huge arrays, so cleaning that up helped a lot.  I think once the kernel is rewritten, that will allow me to rewrite the collision detection, which in turn, will reduce cycles, and that should take care of the scanline issue.  So at the moment, I'm not concerned about the occasional jumps to 263 scanlines.

Next up is that kernel.  I'm going to start looking through the code of the various games that Dennis suggested, and see what I can do.  I'll reach out when I need help.  I tried adding a few other things to the game, but they didn't work out so well, so I kept them out.  I think I'm getting to the point where I'm overthinking some things a bit, and I need to stop tweaking the game and just go with what I got.  Otherwise, I could be tweaking this thing for years and never get it done.  It's time to start wrapping things up.

 

For better or for worse, everything else I'm involved with outside of work has been cancelled, so I can turn my full attention back to Mr. Yo-Yo.  It's a bit of a bummer, as I had a few weekend trips coming up I was really looking forward to, but it is what it is.  I'm healthy, I still have my job, I'm now working from home, and I'm thankful for that.  Time to plow ahead with this game, get it wrapped up, then hopefully start work on my next game.  I've got it all planned out, and I'm excited to get started on it, but I want to finish this one first.

 

Anyway, hope you enjoy the update!  As always, any and all feedback is appreciated!  Thanks!

mr_yo_yo 0.20.a mr_yo_yo.0.20.bin

  • Like 2

Share this post


Link to post
Share on other sites
Posted (edited)

We'll be featuring Mr. Yo-Yo LIVE on tomorrow's (Wednesday) ZeroPage Homebrew stream on Twitch at 6PM PT | 9PM ET | 2AM GMT! Hope everyone can watch!


Games:

 

(SET VIDEO TO 1080P60 FOR FULL QUALITY)

 

Edited by ZeroPage Homebrew
  • Like 1

Share this post


Link to post
Share on other sites
On 3/24/2020 at 8:16 PM, ZeroPage Homebrew said:

We'll be featuring Mr. Yo-Yo LIVE on tomorrow's (Wednesday) ZeroPage Homebrew stream on Twitch at 6PM PT | 9PM ET | 2AM GMT! Hope everyone can watch!

 

Thanks for having my game on your show again!  Glad I was able to participate in the chat, that was fun.  I think if it gets on the show again, I'll put together a strategy guide for you so you can get further in the game. 😄   In the meantime, I'm guessing you're not the only one who's having problems getting deep into the game, so I've hacked my own game and attached a new rom.

 

This hack starts you at Level 3, with 9 lives in reserve.  This gives you all the enemies right out of the gate, including the red snippers which didn't make it on the show.  

 

Anyway, great feedback from everyone once again, not only those on screen, but from the chat as well.  Once I get the kernel rewritten, I'm going to have to try Andrew Davie's suggestion about getting the enemies to slide off the screen.

 

Oh yeah, shoot the targets in the bonus round, don't collect them!  😂

mr_yo_yo_Lvl3.bin

  • Like 1

Share this post


Link to post
Share on other sites

OK, I'm waving the white flag here.

 

I know it's possible for this game to have a flicker-less kernel.  At least that's what I keep being told.  So over the past couple weeks, I've gone through at least a dozen disassemblies, trying to figure out how I can write such a kernel for Mr. Yo-Yo, and for the life of me, I can't figure it out.  I'm just not at that level yet as an Atari programmer.  I can't yet look at another game's kernel and figure out how it works.

 

So, I'm asking for help.  Could anyone please explain to me how a flicker-less kernel for my game would work?  Maybe walk me through some code and work with me a bit as I try to implement a new kernel into this game?  

 

I'm thrilled (and honestly, quite surprised) I've gotten this far with the game so far, but I'm at a point where I know I can't go any further without some assistance.

 

Thanks!

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...