TIX Posted July 26, 2020 Share Posted July 26, 2020 I managed to reproduce the 'salto mortale' on many occasions, when I tried jumping while passing through a rock with button pressed ! In several of these occasions I didn't loose a life ! I just bounce on the ceiling unharmed. Quote Link to comment Share on other sites More sharing options...
+Eyvind Bernhardsen Posted July 26, 2020 Share Posted July 26, 2020 38 minutes ago, Synthpopalooza said: Or just read the PADDL0 register, and you can play it on a standard Genesis controller That's how Joy2B works. The third button is PADDL1. 1 Quote Link to comment Share on other sites More sharing options...
Yaron Nir Posted July 26, 2020 Author Share Posted July 26, 2020 (edited) update: 1. Fixed glitch in graphics after dying. please let me know if it is still reproduce. 2. revert back to red fires (for now, Tix preferred design) wonderboy.car EDIT: i was able to reproduce the issue. so it is still not fixed Edited July 26, 2020 by Yaron Nir 2 2 Quote Link to comment Share on other sites More sharing options...
Yaron Nir Posted July 26, 2020 Author Share Posted July 26, 2020 update: 1. Fixed glitch in graphics after dying. please let me know if it is still reproduce. it turned out it was a memory overlap 2. Fixed wonderboy frame turning left and throwing axe. first frame was de-formed. wonderboy.car 5 1 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted July 27, 2020 Share Posted July 27, 2020 As promised ... all my Kung Fu Master work, to date ... have not yet done the level finish music. For the intro: AUDCTL=$50 (16-bit on 0 and 1, clocked at 1.79 mhz) 0 - silent 1 - $Ax bass 2 - $Ax square For the in game music AUDCTL=$41 (15 khz mode, 1.79 mhz on channel 0) 0 - $0x pink noise (percussion) 1 - $Ax square bass For Game Over: AUDCTL=$00 (default settings, 64 khz clock) 0 and 1 - $Ax standard square waves Note that the in game music leaves 2 channels free for sfx, one can be used for samples like in Space Harrier kfm.asm kfm.s kfm.xex kfm-gameover.asm kfm-gameover.s kfm-gameover.xex kfm-main.asm kfm-main.s kfm-main.xex 11 1 Quote Link to comment Share on other sites More sharing options...
José Pereira Posted September 21, 2020 Share Posted September 21, 2020 (edited) On 7/25/2020 at 8:41 PM, Yaron Nir said: then you finish the level, nothing should happen. you see a black screen and hear weird sound - as it should for the moment. i wrote in previous post (few pages back) that i still need to work on @José Pereirascreens including "get ready" , "finish level" , "game over" - still a lot work to do Yeah!... @popmilo been busy with his ABBUC entry and @Yaron Nir with his life so may now things will and can continue. On my part I finished the font for these screens but maybe still a long way untill they're incorporated as @popmilo will first add the vertical scrolling so that levels with it will be like Arcade (and present Ice level(s) has it so you'll see it soon...) more placing all items and soft sprite enemys animations with their movements. But if this are in the end the choosen font and the looking we decide here's all these screens: Edited September 21, 2020 by José Pereira 15 Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted January 21, 2021 Share Posted January 21, 2021 I wonder where this boy is, are we due for and update? Quote Link to comment Share on other sites More sharing options...
Yaron Nir Posted January 21, 2021 Author Share Posted January 21, 2021 Hey all, The WB will see to its end and will be completed no matter how long it is going to take. With a brave decision and a big step, we have decided to rewrite the entire game from scratch , this time in a MADs assembly. we dropped the CC65 for now, and we keep it for reference only. We've imporved the engine significantly, and it will support all levels almost with no effort including the ones that are diagonally scrolled. We're at the point where the game flow is completed. We are now working on the forest level. Also, this time the game will be released on a Atari Max-flash 1mb cart rather than the MegaCart as the CC65 project was set to. Once I will have something to publish I will. don't worry. Stayed tuned and thanks for the patience and the vote of confidence. Cheers, Yaron 23 1 Quote Link to comment Share on other sites More sharing options...
MARIO130XE Posted February 6, 2021 Share Posted February 6, 2021 Still waiting for a release... new demo level release or new wip release or test versions or beta or .... & ... and while waiting I'm doing some fan-productions. Wonderbox_Title.xex Anyway... It's still a Thread-BUMP greetings Mario 14 1 Quote Link to comment Share on other sites More sharing options...
Yaron Nir Posted February 6, 2021 Author Share Posted February 6, 2021 57 minutes ago, MARIO130XE said: Still waiting for a release... new demo level release or new wip release or test versions or beta or .... & ... and while waiting I'm doing some fan-productions. Wonderbox_Title.xex 22.15 kB · 3 downloads Anyway... It's still a Thread-BUMP greetings Mario Rasta converter? Quote Link to comment Share on other sites More sharing options...
Mclaneinc Posted February 6, 2021 Share Posted February 6, 2021 Super news apart from starting from scratch (must be soul destroying to realise it needs a rewrite) As with all things, its out when its out, life and health before anything.. 1 1 Quote Link to comment Share on other sites More sharing options...
MARIO130XE Posted February 7, 2021 Share Posted February 7, 2021 21 hours ago, Yaron Nir said: Rasta converter? yepp 1 2 Quote Link to comment Share on other sites More sharing options...
popmilo Posted February 7, 2021 Share Posted February 7, 2021 Message from Jose who isn't currently close to pc where he could send messages himself: @Mario130XE: Wow! that looks really great. Is it G2F or Rasta Converter? Just want to ask is is possible that for skins you 'invert' so that girl has browns while boy has red/pink? This is because of Arcade that we follow on A8 for the sprites. The flower I don't mind, though don't know what others of our Team Hoaxers think, but just asking is if it's possible it'll be using similar violet/pink colours? @Yaron Nir: What about this? If he could invert boy & girl colours? The flower, if these colours are ok for you then they can also be replaced on the Bonus screen. If we use it then I can add Mario onto the Credits screens. We'll talk there later and what others think..." ....... "That's the picture from the Master System version. I knew it from somewhere. Strange or maybe not that boy's skin while in game is pink like on original and all versions (all less the Spectrum ). Seems to be because of axe and flowers contours be brown? You can still keep it. @Mario130XE: Little notes if you can, using first the original (never used Photosop or Gimp but, probably, is simple and automatic): -> 'Paint' the girl skin with same light brown while boy with her pink; -> Move up WONDERBOY logo and the keypress text that between flower and text doesn't have a so large gap. I would propose a gap same high as the one that's between logo and text. This way it'll be more centered on screen; 1 Quote Link to comment Share on other sites More sharing options...
rensoup Posted February 7, 2021 Share Posted February 7, 2021 Was browsing indieretronews and stumbled upon a in-progress CPC version: http://www.indieretronews.com/2020/12/wonder-boy-remake-fabulous-remake-for.html Looks good but apparently the CPC can't do scrolling ? ? Quote Link to comment Share on other sites More sharing options...
emkay Posted February 7, 2021 Share Posted February 7, 2021 54 minutes ago, rensoup said: Was browsing indieretronews and stumbled upon a in-progress CPC version: http://www.indieretronews.com/2020/12/wonder-boy-remake-fabulous-remake-for.html Looks good but apparently the CPC can't do scrolling ? ? It can scroll fairly enough . And the available colors resemble the Arcade very well. Quote Link to comment Share on other sites More sharing options...
Jacques Posted February 8, 2021 Share Posted February 8, 2021 (edited) 12 hours ago, rensoup said: Looks good but apparently the CPC can't do scrolling ? ? It can, but not smoothly (even in this demo) At least I haven't seen smooth scrolling in CPC platform game on full screen. But their WIP version still looks very cool And CPC users have that amazing Pinball Dreams conversion ? Edited February 8, 2021 by Jacques 1 Quote Link to comment Share on other sites More sharing options...
Yaron Nir Posted February 8, 2021 Author Share Posted February 8, 2021 CPC version from colors and graphics are close identical to the arcade fro game play perspective , scroll , movement etc , it is not as good experience as arcade Quote Link to comment Share on other sites More sharing options...
ilmenit Posted February 8, 2021 Share Posted February 8, 2021 Yaron, what was the main reason to move to pure ASM? Better control of code performance? Quote Link to comment Share on other sites More sharing options...
Yaron Nir Posted February 8, 2021 Author Share Posted February 8, 2021 4 minutes ago, ilmenit said: Yaron, what was the main reason to move to pure ASM? Better control of code performance? I know you are strong CC65 advocate. so was I it came to the point where we needed code controll and fast performance and that could not be done with CC65 it needed the asm("") inline so i figured if we write in inline ASM why not write in pure ASM. MADS assembly is very optimized and it is very stong to perform graphics operations such as multi-diagonal scroll, interleave charset + software sprite movement, PMG and all without the need of double buffering. i am very pleased (so far!) from the results we get. it will take us some time till the forest level will be ready to publish there is A LOT! to be done. but good things are coming.... 4 1 Quote Link to comment Share on other sites More sharing options...
ilmenit Posted February 8, 2021 Share Posted February 8, 2021 23 minutes ago, Yaron Nir said: I know you are strong CC65 advocate. so was I it came to the point where we needed code controll and fast performance and that could not be done with CC65 it needed the asm("") inline so i figured if we write in inline ASM why not write in pure ASM. MADS assembly is very optimized and it is very stong to perform graphics operations such as multi-diagonal scroll, interleave charset + software sprite movement, PMG and all without the need of double buffering. i am very pleased (so far!) from the results we get. it will take us some time till the forest level will be ready to publish there is A LOT! to be done. but good things are coming.... Thanks for the info. I'm still CC65 advocate... for the projects where it makes sense to use? One new one I'm working on is also pure MADS. 1 Quote Link to comment Share on other sites More sharing options...
zbyti Posted February 8, 2021 Share Posted February 8, 2021 @Yaron Nir Beware the guy with crystal ball! 2 1 Quote Link to comment Share on other sites More sharing options...
Yaron Nir Posted February 8, 2021 Author Share Posted February 8, 2021 8 minutes ago, ilmenit said: Thanks for the info. I'm still CC65 advocate... for the projects where it makes sense to use? One new one I'm working on is also pure MADS. I also forgot to mention size of executable. with MADs it is a lot smaller than in CC65 (even with optimizer on) i am interested to learn about your new pure MADs project 2 minutes ago, zbyti said: @Yaron Nir Beware the guy with crystal ball! 2 Quote Link to comment Share on other sites More sharing options...
popmilo Posted February 9, 2021 Share Posted February 9, 2021 22 hours ago, ilmenit said: Yaron, what was the main reason to move to pure ASM? Better control of code performance? I would just add - better memory control. To be honest I was against even trying to do a game like wb in c on 8bit, but Yaron persuaded me that we should at least try A year later I appreciate cc65 much more, it's really gotten better over the years. I would recommend it to anyone coding a smaller utility, turn based, rpg game or similar with smaller memory footprint (or something that can get away with loading stuff from disk etc). Once we got to level size of 1024x50 chars, diagonal scrolling, interleaved charsets and soft sprites, need to know where every byte in memory was got most important. We were getting crashes from overwrites and couldn't figure out exactly how cc65 was allocating memory. In the end switch from cc65 to asm isn't so bad as one might think. In the end it's the same code just written differently Hang in there, it'll come this year Cheers! Vladimir 5 Quote Link to comment Share on other sites More sharing options...
ilmenit Posted February 9, 2021 Share Posted February 9, 2021 (edited) 55 minutes ago, popmilo said: Once we got to level size of 1024x50 chars, diagonal scrolling, interleaved charsets and soft sprites, need to know where every byte in memory was got most important. We were getting crashes from overwrites and couldn't figure out exactly how cc65 was allocating memory. Did you use your own linker file? If you define segments then it's very clear where specific data, uninitialized data, alligned data or code goes - at least I had no issues with it. In fact with new project in MADS I really miss such structure (MADS has ability to display some warnings/errors when your bytes go out of specific ORG section though). I attach as example linker config file form Adam Is Me. It has dedicated sections for RMT, aligned locations for GFX, "banked" section for the code that is not used during memory banking operations etc. This is for "ATR version" that is using OS for file I/O, so the OS is active. What is interesting, recently Mono (probably this one @mono) created a wrapper for the OS calls that dynamically enables the OS for the call and then turns it off, so all the memory under the ROM is available. He wrote an article about it http://atariki.krap.pl/index.php/Programowanie:_Użycie_OS-a_przy_wyłączonym_ROM-ie and has a working version for CC65, but it wasn't published anywhere as open source yet. atari-atr.cfg Edited February 9, 2021 by ilmenit 1 Quote Link to comment Share on other sites More sharing options...
popmilo Posted February 9, 2021 Share Posted February 9, 2021 13 minutes ago, ilmenit said: Did you use your own linker file? If you define segments then it's very clear where specific data, uninitialized data, alligned data or code goes - at least I had no issues with it. In fact with new project in MADS I really miss such structure (MADS has ability to display some warnings/errors when your bytes go out of specific ORG section though). Yes we used linker configs, segments, all that jazz... Working with cartridge woul dbe impossible without it. We got to point where We needed all available bytes in middle of ram (bellow antic regs and cart bank window, and above compiled code). We got some glitches, compiler+linker wouldn't complain that segments were overlapping, but code crashed because of some overwrites (altirra helped with detecting that immensely). After a while we realized that even the way cc65 handles calling functions, variables, stack etc is not totally optimal. It could be that if project was only 10% smaller it would fit without problem, guess we hit that redline. I would say probability of arcade game with such complexity fitting in 8bit is greater with asm than in cc65. I can't be a judge and tell you exactly on how many screens, sprites, fps etc it happens but it's there ps. If you know a good way to figure out where things are in cc65 compiled binary I would be glad to hear Quote Link to comment Share on other sites More sharing options...
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