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11 hours ago, ZeroPage Homebrew said:

With your latest build of RC6, when you're moving and holding the button and you stop, you get stuck in that spot and aren't able to start moving again unless you let go of the button. It kind of kicks you into 'Pressing the Button While Stopped' mode, which can already be achieved by stopping and then holding the fire button.

 

I think it's more useful to be able to move again after stopping without having to let go of the fire button. It's a little too cumbersome to have to let go of the button, start moving and then press the button again to start firing. It kind of forces you into a mode of not being able to ever stop in the maze unless you want to temporarily stop firing again to move, that short period of time could cost you a life. Thoughts?

If have fixed this in the new RC7 version attached to the first post. 

 

0 bytes free! :) 

 

Note: A PAL-60 version is now included too. But it may have slight timing problems. Please let me know if you notice any.

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11 hours ago, Omegamatrix said:

Let me know if you want any help with byte savings.

Thanks for your kind offer.

 

The code is heavily optimized already and partially not easy to understand even for me. I can give you read access, but I would prefer to review before you push anything. OK?

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6 hours ago, Thomas Jentzsch said:

Thanks for your kind offer.

 

The code is heavily optimized already and partially not easy to understand even for me. I can give you read access, but I would prefer to review before you push anything. OK?

Yes, that works fine.

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Cool. Now I only need your GitHub name to invite you.

 

BTW: I am looking for 15 bytes only. :) 

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On 11/10/2019 at 10:12 AM, JasperAK said:

That game is hard but fun.

 

Wow, I'll echo that sentiment!
 

Just found it today...

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This game is definitely not a run and gun or your typical shooter, lots of strategy involved to play this one. The bots don't mindlessly roam about the maze but really do their best to seek you out and box you in. Kind of feels like Pac-Man with robots.

Sent from my SM-N960U using Tapatalk

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13 hours ago, Thomas Jentzsch said:

If have fixed this in the new RC7 version attached to the first post. 

 

0 bytes free! :) 

 

Note: A PAL-60 version is now included too. But it may have slight timing problems. Please let me know if you notice any.

 

Looking at the binary I can see a lot of NOP instructions at 0x2DF, and $00 values at 0xCE5 (NTSC version)?   The $00s are presumably used for sprite masking, but it looks like the NOPs could be replaced with something more compact?

 

Chris

 

Edited by cd-w

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7 hours ago, cd-w said:

Looking at the binary I can see a lot of NOP instructions at 0x2DF, and $00 values at 0xCE5 (NTSC version)?   The $00s are presumably used for sprite masking, but it looks like the NOPs could be replaced with something more compact?

That's the disabled SaveKey code. 

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Update: With help from OmegaMatrix (thanks a lot!) I found the necessary 15 bytes for making PAL-60 stable too (RC8 added to first post).

 

Unless someone finds a bug, I consider this done. Many thanks to everyone for your support!

 

 

Edited by Thomas Jentzsch
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If have fixed this in the new RC7 version attached to the first post. 
 
0 bytes free!  
 
Note: A PAL-60 version is now included too. But it may have slight timing problems. Please let me know if you notice any.
I find out I like the hold fire to shoot and keep the helicopter stationary, helps keep me from hitting the enemy after I shoot him. The hold and fire while not moving is a lot like Berzerk which helps for direct shots without enemy or wall collision. Anyway to toggle between the two methods? Maybe B/W switch or difficulty?

Sent from my SM-N960U using Tapatalk

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50 minutes ago, Prizrak said:

I find out I like the hold fire to shoot and keep the helicopter stationary, helps keep me from hitting the enemy after I shoot him. The hold and fire while not moving is a lot like Berzerk which helps for direct shots without enemy or wall collision. Anyway to toggle between the two methods?

What you describe is what we have now. Not sure what could be switched here. 

 

50 minutes ago, Prizrak said:

Maybe B/W switch or difficulty?

Most likely not. That would require too many bytes.

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In release candidate 6 pressing and holding fire prevents helicopter from moving while firing. Character movement mimics guy in Berzerk somewhat. Current firing style your always able to move when firing. This restricted movement was a bug in RC6.

Sent from my SM-N960U using Tapatalk

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That's possible now too. You just have to release the joystick directions and press fire before moving again.

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We'll be playing the updated Robot City on tomorrow's (Sun May 3) ZeroPage Homebrew stream LIVE on Twitch at 11AM PT | 2PM ET | 6PM GMT! Hope everyone can watch!


Games:

 

 

 (SET VIDEO TO 1080P60 FOR FULL QUALITY)

 

 

Edited by ZeroPage Homebrew
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Robot City is awesome! I never heard of this game before.

 

The original O2 game looks great too, wonder why it was not released.

 

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I'm a sucker for a good maze game. This seems to have all the subtle, strategic elements of one of my personal favorites, Dark Cavern. The bonus of different mazes and colors puts this at the top of my list!

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7 hours ago, Thomas Jentzsch said:

Wow, Robot City just got nominated for the Atari Homebrew Awards in all five possible categories!

Congratulations Thomas, well deserved!! It's such an incredible game and I can't wait to see the box art in person!

 

- Jamse

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8 hours ago, johnnywc said:

Congratulations Thomas, and great work on Robot City! :)  I'm looking forward to owning the full version soon! :thumbsup:  

Thanks! The same to you!

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