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Wonderboy WIP - Favorite Port of All time


Yaron Nir

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On 1/14/2020 at 3:38 AM, TIX said:

Boss screen assets ready  :)

 

image.thumb.png.a2cf96a24f3879d9ac7293883366e1b9.png image.png.b1cc1b692c85331b24e59006ef4b9141.png

 

That looks great!

 

40 minutes ago, Yaron Nir said:

ok, some programming progress, still in sprint tests

 

wonderboy power life is droping by the minute, and when it reaches 0 wonderboy is dying (same as in arcades he is touching a foul object).

then his life left reduced by 1. when it reaches to 0 the game should exit. but for now it thows an exception i need to fix.

 

if you want to skip waiting till power life is 0, you can use F1 to speed the emulator.

 

enjoy

 

wonderboy.xex 8.94 kB · 3 downloads

Thanks. Always fun to try a new update.  Going good!

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  • 4 weeks later...

ok,

posting some progress.

 

ice level is in place together with status bar and wonderboy

this is not the full level but only half of it.

 

you can ran around and see level scroll .

when power life is out - you die :) 

when life is gone - i've added a break instruction so game will crush on purpose

 

there is a timing issue where wonderboy jumps high and screen is scrolling and he is trying to throw his axe - will be fixed

 

wonderboy.xex

 

output file is still not on cartridge - i am working slowly but gradually on this.

 

enjoy

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7 hours ago, Yaron Nir said:

ok,

posting some progress.

 

ice level is in place together with status bar and wonderboy

this is not the full level but only half of it.

 

you can ran around and see level scroll .

when power life is out - you die :) 

when life is gone - i've added a break instruction so game will crush on purpose

 

there is a timing issue where wonderboy jumps high and screen is scrolling and he is trying to throw his axe - will be fixed

 

wonderboy.xex 26.67 kB · 30 downloads

 

output file is still not on cartridge - i am working slowly but gradually on this.

 

enjoy

WOW, I love it :)

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31 minutes ago, shanti77 said:

In that case I keep my fingers crossed for success.

 

Your screen takes too much RAM. Every line takes 2 pages, with 16 lines is 8KB.  One LMS is enough , and screen takes <1KB, then you must draw only 1 vertical line on the right.

well, the screen in the xex above is 512 bytes wide X 24 char mode rows = 12K

the plan is to use screen bufferring and to always work with 96 bytes wide of screen (40+8 X 2) and keep loading the next 96 chunk. we will also use packing and de-packing so the size will be much much much more smaller than 12K. 

don't judge performance just yet....just enjoy the demo AS-IS :) 

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18 minutes ago, tjlazer said:

I take it this doesn't work on Atari800WinPlus?  There is no background, even in PAL.

Guessing it is relying on really time critical code?  Sorry, I have not tried it on real hardware.  If it works on that, definitely an emulator issue.

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2 hours ago, CrazyChris said:

Yaron,

 

What will the A8 memory requirements be to run this?

Also, will it be NTSC compatible?

Well,

I am now building the code to reside on Mega Cart (1MB cartridge)

The game in planned to be released on this cartridge.

I am compiling and linking the code to support AtariXL 800 / XE130

So A8 with 64K is fine.

 

anything in particular?  

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9 hours ago, Yaron Nir said:

Well,

I am now building the code to reside on Mega Cart (1MB cartridge)

The game in planned to be released on this cartridge.

I am compiling and linking the code to support AtariXL 800 / XE130

So A8 with 64K is fine.

 

anything in particular?  

I was just wondering if it would run on an Atari 800.

Also, if it NTSC compatible?

 

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6 hours ago, Jacques said:

What about MaxFlash 1MB?

Well, my first goal is to release on MegaCart 1MB. 

i think i can do the adaptation to MaxFlash afterwards.

 

3 hours ago, CrazyChris said:

I was just wondering if it would run on an Atari 800.

Also, if it NTSC compatible?

Yes, it will run on A8 , not just emulator.

NTSC will follow. focus is PAL for the moment.

 

 

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