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Posted (edited)

 

As E.X.O has got to the point where I have a demo to share, I figured it was time to give the game its own thread.

 

Please, if you do download the demo and give it a try, do post feedback! All feedback & suggestions are helpful and will help to shape the development of the game.

 

I will also be looking for volunteers to be part of a test group for future updates. If you are interested, please let me know :)

 

The demo has had very little balancing done for difficulty. Feedback on this is always appreciated!

 

There are a few Easter eggs to find, Can you spot them all? 

 

The demo is tested on A7800 and JS7800. (A7800 recommend palette set to NTSC Warm or Cool. JS7800 recommend palette set to NTSC Cool)

 

There are downloads for :

 

  • A78 (256k ROM) EMULATION
  • A78 + BIN 128K version (for Mateos carts etc.)
  • MCPDEV Cart version

 

Please post any questions or comments.

 

 

E.X.O.

 

Elite Xeno Operations.

 

Your objective is to rescue your 4 team members from the prison world of Maldrax.

 

Controls

 

E.X.O needs a two button controller.

 

Button 1 is mapped to lasers (useful for softer targets, mines, probes).

Button 2 is mapped to rockets. (default is a "down" rocket, rockets can be flicked upwards by using up+button 2.

Up activates thrust / engines.

left and right to move left and right.

 

Gameplay & Objective

 

Each level has a generator and a security code. To rescue the team member and leave the level, you need both.

 

You will not be able to get to the security code until you have disabled the generator and weakened the security systems that block the way. (Generator -> Code -> Exit)

 

Rockets are limited, use them sparingly! (future builds will have replenishment crates).

 

User Interface in game 

image.png.55e54b1589c01bc288756c3b1ad3cb09.png

 

Left to right : room name, rockets remaining, lives remaining, security code retrieved, generator destroyed (lights go green when collected/destroyed).

 

You will need to learn the map and plan your strategy accordingly.

 

Good luck operative!

 

Known Issues

There are some bugs on the squish list 

 

Rocket explosions can glitch

 

On some screens you can fall through into the UI.(but you can fly back out again as a bonus :) !) 

 

 

E.X.O. - Inspriation

 

E.X.O is heavily inspired by games like Cybernoid, Starquake, Exile and even Adventure. Flick screen shooter/adventure/explore type games. E.X.O draws on these archetypes, it has shooting but it's not trying to be a 'schmup', it has exploration, it has some puzzles (with more planned), it has a lot of "figuring out" that the player needs to do, to solve each screen and level. 

 

Have fun with the demo!

 

To Do :

Lots! including : Pokey music (maybe, space permitting), more original SFX, additional Levels 2,3 & 4 each uniquely themed, grenade pickups, bonus lives, pause system showing status, additional hazards, traps and puzzles.

 

Special Thanks : @mksmith @RevEng @SmittyB for answering my never ending stream of questions and providing great advice.

 

image.thumb.png.07a2706708d7e91e4d080d5b7d5364e1.png

 

image.thumb.png.8131c33355b77aca8739d2ccf144b446.png

 

 

 

 

 

 

 

 

 

 

 

 

 

 

exo210.bas.a78 exo210_demo1_128k_jul26_MCP.bas.bin exo210_demo1_128k_jul26.bas.a78 exo210_demo1_128k_jul26.bas.bin

Edited by Muddyfunster
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This looks awesome but due to the file size I won't be able to test on actual hardware. The Mateos is the only cart I have for things like this and it is limited to a max game size of 144k. But will give the emu route a shot.

 

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1 hour ago, Muddyfunster said:

Special Thanks : @mksmith @RevEng @SmittyB for answering my never ending stream of questions and providing great advice.

I'm confidently speaking for everybody that lends a hand in the 7800 programming forums... while nobody is looking for a pay-off, seeing cool stuff like your projects bloom with just a little bit of our advice and input, is entirely a win-win. :D

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Posted (edited)
32 minutes ago, -^CrossBow^- said:

This looks awesome but due to the file size I won't be able to test on actual hardware. The Mateos is the only cart I have for things like this and it is limited to a max game size of 144k. But will give the emu route a shot.

 

Thanks @-^CrossBow^- The demo *could* fit into 144k standalone with some minor tweaks I think, but going forward the extra levels mean that the game needs 256k. So it would be a one off for the demo.

 

Does Mateos work with 128K + 16KRam bank schemes? (Not sure what the Mateos can and can't accommodate).

Edited by Muddyfunster

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19 minutes ago, Muddyfunster said:

Thanks @-^CrossBow^- The demo *could* fit into 144k standalone with some minor tweaks I think, but going forward the extra levels mean that the game needs 256k. So it would be a one off for the demo.

 

Does Mateos work with 128K + 16KRam bank schemes? (Not sure what the Mateos can and can't accommodate).

I believe it can yes as there is a selector switch on the cart to either limit the banks to just 128k and below games where you can store upto 16 games onto the cart at once. Or you can move the selector to 144k games and that gives you 8 game slots. I leave mine in 144k mode as most of the stuff I had on the cart required that setting.

 

 

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3 minutes ago, -^CrossBow^- said:

I believe it can yes as there is a selector switch on the cart to either limit the banks to just 128k and below games where you can store upto 16 games onto the cart at once. Or you can move the selector to 144k games and that gives you 8 game slots. I leave mine in 144k mode as most of the stuff I had on the cart required that setting.

 

 

Ok, I think I can easily make a 144k version just for the demo and I'll drop that in the first post later. Hopefully that will work for the Mateos as I know a few folks have those and I really would like to know how things work / look on real hardware.

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1 minute ago, Muddyfunster said:

Ok, I think I can easily make a 144k version just for the demo and I'll drop that in the first post later. Hopefully that will work for the Mateos as I know a few folks have those and I really would like to know how things work / look on real hardware.

 

👍

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@Muddyfunster Look forward to the 144k version as I too only have a Mateos. I would love to be able to test this game, but please don’t limit it on my/our part.  

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Posted (edited)

Good stuff,

 

Just to be clear though, the 144k version will only be for the demo, the final release (targeting real cart / physical release) is always planned to sit on a 256k + 16kb RAM cart due to how the game organises all the graphics and screens across the 4 levels (90 or so screens).

 

Appreciate the real hardware testing though, that will be super helpful!

Edited by Muddyfunster
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 Yesterday we had the EXCLUSIVE WORLD PREMIERE of E.X.O. on the ZeroPage Homebrew stream LIVE on Twitch! It was a blast playing it, thank you so much @Muddyfunster! Below is the archived video of our full playthrough of the demo on YouTube, enjoy!

 

Games:

 

(SET VIDEO TO 1080P60 FOR FULL QUALITY)

 

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Hi Muddy

144 k would be great,cause Mattheos cart,Concerto and CC2 can handle this.CC2 can do 512 k....but no 256 k....hope this info helps.

BTW...the game looks great....if you need a tester..

just lmk.

greetings Walter

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5 hours ago, Muddyfunster said:

Please post any questions or comments.

FWIW, this doesn't seem to work (black screen hang) on OpenEmu on a Mac, which is using ProSystem 1.4.1 for a core.

 

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Sorry @bhall408I've only tested on A7800 and JS7800. I don't use ProSystem. JS7800 is browser based and should work on your mac.

 

I've added to the first post versions for 128k+16kRAM. I've only posted the .BIN, not sure if that is all that is needed to run on Mateos etc. I can add the .A78 if needed 

 

Also added a version with the DEVCART switch on, not sure if that's also helpful.

 

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Posted (edited)
2 hours ago, gambler172 said:

Hi Muddy

144 k would be great,cause Mattheos cart,Concerto and CC2 can handle this.CC2 can do 512 k....but no 256 k....hope this info helps.

BTW...the game looks great....if you need a tester..

just lmk.

greetings Walter

Thanks Walter, I wasn't aware of what the different carts can handle so thanks for that update, very helpful.

 

I've added a 128+16k build that I hope works on the different card solutions.

 

And thanks for offering to test, appreciate that will definitely add you to the test group when I get that group set up.

 

 

 

Edited by Muddyfunster

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Okay, this does fire up on the Mateos using the SGR extension that I've tried so far. But there are some graphical glitches on the explosions using the normal laser. Also the color is very off compared to what I've seen so wondering if this game is using a lot of the golden colored hues that do NOT look right in most cases on flat panels? Like the ground looking green in commando for instance?

 

I will try and capture some footage later, but I'm not the best at these games and it is one of the reasons I don't play my copy of Cybernoid that much on the Jaguar LOL!

 

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Congrats Lewis 👏👏👏 Looking forward to playing this 😁

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Posted (edited)

 

 

I don't see glitching on this one under A7800 or JS7800 but on BupSystem i see glitches on the laser impacts. I don't know which is correct.

 

Even the standard 256k build has the glitches on BupSystem.

 

You guys will need to let me know what works on Mateos and what doesn't.

 

Edited by Muddyfunster

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I better order more PCB's, one of mine can do 256K+16K RAM.

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Posted (edited)

ok so after playing for a bit the glitches clear, which makes me think it's a timer variable starting high and not at zero. Seems the RAM isn't starting full of zero's which was my assumption.

 

 

Edited by Muddyfunster

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36 minutes ago, Muddyfunster said:

exo206_demo1_128k.bas.a78 128.13 kB · 1 download

 

I don't see glitching on this one under A7800 or JS7800

 

You guys will need to let me know what works on Mateos and what doesn't.

I got this to start on my Mateos with S9 (144k) and SGR (128k) extensions, but each time the Spaceship glitches. I can't get him into the playable field (please see below). 

EXO ROM Glitch.jpg

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