fultonbot Posted August 29, 2020 Author Share Posted August 29, 2020 Okay, I changed the name to "Number Crusher" which is actually more in line with what you are doing in the game and to not be confused with the Apple II kid's math game "Number Munchers". Yeah, I did see that there is a Nickelodeon kid's show named "Number Crushers", but that this point, I'm like "f*ck it, that's the name" Quote Link to comment Share on other sites More sharing options...
SoundGammon Posted August 29, 2020 Share Posted August 29, 2020 30 minutes ago, fultonbot said: Okay, I changed the name to "Number Crusher" which is actually more in line with what you are doing in the game and to not be confused with the Apple II kid's math game "Number Munchers". Yeah, I did see that there is a Nickelodeon kid's show named "Number Crushers", but that this point, I'm like "f*ck it, that's the name" I had an idea about the scoring for this game that I got from Darts. Each player has a set score, say 301, and they have to be the first to bring it down to zero. If his score is down to say 4, the player would need to catch a 3 and a 1, or 2 and another 2 to win. If he hits a 5 or more, he would bust and 10 points would added to his score! 1 Quote Link to comment Share on other sites More sharing options...
fultonbot Posted August 29, 2020 Author Share Posted August 29, 2020 7 minutes ago, SoundGammon said: I had an idea about the scoring for this game that I got from Darts. Each player has a set score, say 301, and they have to be the first to bring it down to zero. If his score is down to say 4, the player would need to catch a 3 and a 1, or 2 and another 2 to win. If he hits a 5 or more, he would bust and 10 points would added to his score! I like that actually. I'll consider it! 1 Quote Link to comment Share on other sites More sharing options...
SoundGammon Posted August 29, 2020 Share Posted August 29, 2020 Glad you like the idea! Just had another one. Power-ups! A 3X number would give the player 3 times the point value of the next number that the player hits. Also, items like an F would freeze the other player from moving for a short time, a -X, X being whatever number that's on it, would be added to the opponents score. Quote Link to comment Share on other sites More sharing options...
fultonbot Posted August 29, 2020 Author Share Posted August 29, 2020 3 hours ago, SoundGammon said: Glad you like the idea! Just had another one. Power-ups! A 3X number would give the player 3 times the point value of the next number that the player hits. Also, items like an F would freeze the other player from moving for a short time, a -X, X being whatever number that's on it, would be added to the opponents score. Yeah, I'm thinking of +, -, * / as ways to increase amounts, to make your way to zero. Single player will probably be timed, 2-player first to zero. It might be a fun 2-player head-to-head game. This is cool stuff, thanks!!! Gonna have to remember to give you a design credit on the credits page! Quote Link to comment Share on other sites More sharing options...
fultonbot Posted September 18, 2020 Author Share Posted September 18, 2020 I'm almost ready to drop a new demo of NumberCrusher and then go back and get the next demo done for Into The Void. However, I have a question about sound. For Looping sounds (like an engine), should I use the "playsong" in 7800 Basic is there a better way to do it? Quote Link to comment Share on other sites More sharing options...
RevEng Posted September 18, 2020 Share Posted September 18, 2020 playsong is definitely one way to do it. You can also just add a counter to your program, and repeat the sound effect when it's supposed to end - the spacephysics example does that for the thrust sound. Quote Link to comment Share on other sites More sharing options...
fultonbot Posted September 18, 2020 Author Share Posted September 18, 2020 32 minutes ago, RevEng said: playsong is definitely one way to do it. You can also just add a counter to your program, and repeat the sound effect when it's supposed to end - the spacephysics example does that for the thrust sound. Cool, I'll check it out! thanks! 1 Quote Link to comment Share on other sites More sharing options...
fultonbot Posted September 18, 2020 Author Share Posted September 18, 2020 BW: current credits screen in Number Crusher Now I should stop making credits and actually finish the game! 2 1 Quote Link to comment Share on other sites More sharing options...
SlidellMan Posted September 18, 2020 Share Posted September 18, 2020 You, sir, have done a better job programming the credits in your game than what I have done with mine. 1 Quote Link to comment Share on other sites More sharing options...
fultonbot Posted September 21, 2020 Author Share Posted September 21, 2020 Number Crusher Atari 7800 Homebrew Demo video #2: Added animated title screen, high scores, credits, enemy cars, sounds and more... 6 Quote Link to comment Share on other sites More sharing options...
fultonbot Posted September 21, 2020 Author Share Posted September 21, 2020 The game uses bank-switching thanks to help from @RevEng At first I thought using Bank-switching in a 7800 game would be a “technical” challenge. It’s not because 7800 Basic makes it very easy. It’s actually more of a resource management and code architecture challenge about having the right resource available when you need them. I’m using the 128KRAM configuration which gives you 8 banks of 16K ROM, and. 16K extra RAM. The16K extra RAM. is used to expand the display list and hold level data loaded from the ROM banks. Of the 8 ROM banks you have, bank 8 is always available, so cram GFX and code there that you will need across the game. You use the other 7 banks to hold sections of your game, calling across them using goto/gosub [bank]. It’s fascinating challenge to make it all work. Share this: 5 Quote Link to comment Share on other sites More sharing options...
+Muddyfunster Posted September 21, 2020 Share Posted September 21, 2020 looking really good, can't wait to see more. 1 Quote Link to comment Share on other sites More sharing options...
SlidellMan Posted September 21, 2020 Share Posted September 21, 2020 That's a pretty slick demo, Fulton. 1 Quote Link to comment Share on other sites More sharing options...
fultonbot Posted September 21, 2020 Author Share Posted September 21, 2020 40 minutes ago, SlidellMan said: That's a pretty slick demo, Fulton. Thanks! Quote Link to comment Share on other sites More sharing options...
fultonbot Posted September 21, 2020 Author Share Posted September 21, 2020 48 minutes ago, Muddyfunster said: looking really good, can't wait to see more. I finally got the "scotch-tape" to stick the sprites this weekend, and the "bailing wire" is holding all the bank switching together. 2 Quote Link to comment Share on other sites More sharing options...
+Muddyfunster Posted September 22, 2020 Share Posted September 22, 2020 5 hours ago, fultonbot said: I finally got the "scotch-tape" to stick the sprites this weekend, and the "bailing wire" is holding all the bank switching together. But that satisfaction when it works, can't beat it 1 Quote Link to comment Share on other sites More sharing options...
fultonbot Posted September 22, 2020 Author Share Posted September 22, 2020 2 minutes ago, Muddyfunster said: But that satisfaction when it works, can't beat it No!! It may very well be best thing in the world. 2 Quote Link to comment Share on other sites More sharing options...
+mksmith Posted September 22, 2020 Share Posted September 22, 2020 Nice! Great job ? Quote Link to comment Share on other sites More sharing options...
fultonbot Posted October 6, 2020 Author Share Posted October 6, 2020 Working on Jet Fighter because Street Racer had a a Jet Fighter variation. Not exactly sure how this will be incorporated yet, but I have a few ideas. 3 Quote Link to comment Share on other sites More sharing options...
Turbo Laser Lynx Posted October 6, 2020 Share Posted October 6, 2020 Number Crusher looks great! ? Looking forward to see more of it! Quote Link to comment Share on other sites More sharing options...
fultonbot Posted October 6, 2020 Author Share Posted October 6, 2020 This is what he Jet looks-like in-game. It's three 48x16 sprites. Not done, but you get the idea. No real slow-down that I can perceive with such large sprites BTW. From what I'm learning, The Atari 7800 MARIA was about numbers of and heights of sprites, not widths. 3 Quote Link to comment Share on other sites More sharing options...
RevEng Posted October 6, 2020 Share Posted October 6, 2020 1 hour ago, fultonbot said: No real slow-down that I can perceive with such large sprites BTW. From what I'm learning, The Atari 7800 MARIA was about numbers of and heights of sprites, not widths. Yep, you got it. Maria DMA time is proportional to the number of bytes it needs to fetch and process, and a good chunk of those bytes are in the sprite object header. (4 or 5 bytes) So two puny 8-pixel wide 160A sprites would take as much DMA time as one 36 pixel wide sprite in the same mode. (and the wide sprite would save CPU time, compared to 2 sprites) 2 Quote Link to comment Share on other sites More sharing options...
fultonbot Posted October 6, 2020 Author Share Posted October 6, 2020 2 hours ago, RevEng said: Yep, you got it. Maria DMA time is proportional to the number of bytes it needs to fetch and process, and a good chunk of those bytes are in the sprite object header. (4 or 5 bytes) So two puny 8-pixel wide 160A sprites would take as much DMA time as one 36 pixel wide sprite in the same mode. (and the wide sprite would save CPU time, compared to 2 sprites) It really lends it self to making vertical scrolling games I think. At least, that is what I'm finding. I almost have all the objects I need on the screen, and the performance is still good I wonder how hard it will be when I return to "Into The Void" and go horizontal gain. 2 Quote Link to comment Share on other sites More sharing options...
fultonbot Posted October 23, 2020 Author Share Posted October 23, 2020 (edited) Updated video #3. I'm think I'm "over the hump" architecture-wise. A lot of my temporary code has been refactored into something more sustainable Levels are now all generated from data stored in a ROM bank. Temp boss. Temp sounds. Edited October 23, 2020 by fultonbot 6 Quote Link to comment Share on other sites More sharing options...
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