+atari2600land Posted October 11, 2020 Share Posted October 11, 2020 I'm trying to make a game where a nosehair (PF1) grows. It does, but there's a problem: As you can see, there's gaps in the nosehair that I don't want there. Why are they there and how can I get rid of them? nosehairattempt3.bin nosehairattempt3.asm 1 3 Quote Link to comment Share on other sites More sharing options...
+Andrew Davie Posted October 11, 2020 Share Posted October 11, 2020 Looks like your NoseHair loop/section is WAY over 76 cycles, so you're effectively drawing the hairs over two scanlines. 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 11, 2020 Author Share Posted October 11, 2020 OK, I think I have this working. The heart of the game is cutting the nosehair so it doesn't grow so long it reaches the bottom of the screen. If you don't cut it, the nosehair will grow. But since you can't cut the hair yet and there is no nosehair demon to avoid, the nosehair grows. Fast (To test it. I can adjust how fast the nosehair grows.) What do you think about this game idea? nosehairattempt3.bin nosehairattempt3.asm Quote Link to comment Share on other sites More sharing options...
roadrunner Posted October 12, 2020 Share Posted October 12, 2020 Interesting idea for a game Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 12, 2020 Author Share Posted October 12, 2020 I added a nostril so it looks more like a nose and less like, well, you know. I also made the scanline count steady at 262. Things needed to add: the nosehair goblin ability to cut nosehair some sound effects would be nice more stuff I can't think of right now I don't need to worry about room just yet. I could make this a 1k ROM if I wanted to. nosehair2.bin nosehair2.asm 1 Quote Link to comment Share on other sites More sharing options...
roadrunner Posted October 12, 2020 Share Posted October 12, 2020 I was thinking about this. There can't be too many games about nose hair. 1 Quote Link to comment Share on other sites More sharing options...
Atarian7 Posted October 12, 2020 Share Posted October 12, 2020 This is the most original idea since "Seaweed Assault". 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 12, 2020 Author Share Posted October 12, 2020 You can now cut the nosehair. Just tested it out on my Harmony Cart and it's fine. 958 bytes left if I want to stay at 2k. nosehair3.bin nosehair3.asm 1 Quote Link to comment Share on other sites More sharing options...
Prizrak Posted October 13, 2020 Share Posted October 13, 2020 Was thinking this needs a name other than nose hair. Maybe something like Manscape?Sent from my SM-N960U using Tapatalk Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 13, 2020 Author Share Posted October 13, 2020 What's wrong with the name 'Nosehair'? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 13, 2020 Author Share Posted October 13, 2020 Ran across something that makes no sense at all. If I use audio channel 0 the code doesn't work. Yet if I use audio channel 1 it works just fine. Change the AUDC/F/V 1 in my code to 0, compile, and see what I mean? That's crazy. Why would it do that? nosehair4.asm nosehair4.bin Quote Link to comment Share on other sites More sharing options...
vitoco Posted October 13, 2020 Share Posted October 13, 2020 4 hours ago, atari2600land said: Change the AUDC/F/V 1 in my code to 0, compile, and see what I mean? That's crazy. Why would it do that? I got this error with DASM: nosehair4.asm (768): error: Illegal forced Addressing mode on 'sta'. Offending line says: sta.wx HMP0,X ; 5 19 - store fine tuning of X Is there a DASM option I'm missing? Quote Link to comment Share on other sites More sharing options...
carlsson Posted October 13, 2020 Share Posted October 13, 2020 You could consider some kind of Old English spelling: Nosuhær. 4 1 Quote Link to comment Share on other sites More sharing options...
Prizrak Posted October 13, 2020 Share Posted October 13, 2020 What's wrong with the name 'Nosehair'?Nothing, just trying to get you thinking. Nose hair is an object. It would be like calling PONG "BALL" or something. Perfectly ok but just wanted you to be thinking [emoji4]Sent from my SM-N960U using Tapatalk Quote Link to comment Share on other sites More sharing options...
Prizrak Posted October 13, 2020 Share Posted October 13, 2020 You could consider some kind of Old English spelling: Nosuhær.I like that!Sent from my SM-N960U using Tapatalk 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 13, 2020 Author Share Posted October 13, 2020 OK, this is really weird. If I use AUDx0, the code acts a way, but if I use AUDx1, the code acts differently. WHY?! Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 13, 2020 Author Share Posted October 13, 2020 As it turns out problem #2 was my bad. I still haven't figured out why AUDx0 doesn't work yet AUDx1 does. Anyway, here is version 5. I'm using AUDx1 for the cutting sound effect. I added the nosehair demon. He doesn't move yet. His legs move like he's running, but he's just standing there. So the point of the whole game is to run away from the demon and make sure the nosehair doesn't get to the bottom of the screen. Periodically there will be a lovely object to get (missile 1) for bonus points, or, perhaps just points in general. What is red and square? nosehair5.bin nosehair5.asm Quote Link to comment Share on other sites More sharing options...
+Karl G Posted October 14, 2020 Share Posted October 14, 2020 5 hours ago, atari2600land said: OK, this is really weird. If I use AUDx0, the code acts a way, but if I use AUDx1, the code acts differently. WHY?! This is the line that is causing your issue: sta RESP0,X ; 4 23 - set coarse X position of Player When your PosPlayer routine is run when the X register is 5, you are stomping on AUDC0. PositionPlayers: ldx #5 ; position players 0 and 1 POloop: lda PlayerX,x ; get the Player's X position jsr PosPlayer ; set coarse X position and fine-tune amount dex ; DEcrement X bpl POloop ; Branch PLus so we position all Players ldx #5 should be changed to ldx #4 here to cover all 5 positional objects and not stomp on AUDC0. 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 14, 2020 Author Share Posted October 14, 2020 Thank you! I thought I had tried that but I guess not. I just tried it again and it works out great. nosehair5.zip Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 15, 2020 Author Share Posted October 15, 2020 OK, this was a mess and a half. I got the nosehair demon walking around randomly, but it had some weird pixel movement shifting when it got to a certain X position on the screen. So I spent a couple of hours fixing that and got this: version 6. I also added a "game over" sound since I discovered that if the game ends while you're pressing fire, a new game starts automatically. So I put in a short pause. I have 622 bytes left if I want to make this a 2k game. I did discover that the code for drawing the nosehair is barely working. I am also wondering how to score the game. I am thinking of putting in either missile1 or the ball and have it be a thing to get and more points are added the faster you get to it. nosehair6.zip Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 16, 2020 Author Share Posted October 16, 2020 HELP! I need a way to put Missile 1 into the game. Otherwise this can't be a game. I need to totally rewrite the nosehair growng code, but I can't do it. I sat here for a couple hours and I give up. Does anyone want to help? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 16, 2020 Author Share Posted October 16, 2020 I really spent 8 hours on this?! Finally got missile 1 into the game. It now looks like this: I need to work on the animations since I broke them and don't understand how they work. But at least the scanline count is steady at 262 as far as I know. nosehair7.zip Quote Link to comment Share on other sites More sharing options...
Skwrl63 Posted October 16, 2020 Share Posted October 16, 2020 The fact that I am constantly ripping these suckers out of my nose I feel like this game was made for me...lol don't forget the dreaded "Gray" nose hair, from the planet Elderly....... Okay now I want to copy ? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 16, 2020 Author Share Posted October 16, 2020 Animations fixed. Do people in PAL land have PAL or PAL 60? In PAL 60 mode on Stella the game works fine, but in PAL mode, there is a slight disturbance right before the nosehair gets to the bottom. I have 493 bytes left for a 2k game. nosehair8.bin Quote Link to comment Share on other sites More sharing options...
Prizrak Posted October 16, 2020 Share Posted October 16, 2020 @atari2600land Any chance you sending me some quick instructions so I can add them to the PlusCart to go with the game? I've been slowly adding instructions to all games that are new so phones have a manual sort before they play. I know this is very much under construction, do want you can for me please.Sent from my SM-N960U using Tapatalk Quote Link to comment Share on other sites More sharing options...
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