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Danger Zone [DONE]


Muddyfunster

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Danger Zone 

 

Danger Zone is a 2 player air combat game, in the same vein as the flight games in Combat (Jets and Biplanes).

 

Danger Zone is my homage to Atari's Combat and is a 48KB ROM with POKEY tunes @$450 (Supported in Dragonfly, not supported yet in Concerto).

 

Controls:

 

In the Menus : UP & DOWN to Navigate. Button 1 to select, Button 2 = back

 

In game : Left = rotate anti-clockwise, Right rotate clockwise, Up = Speed up, Down = slow down, Button 1 = shoot.

 

 

Features in the full game:

 

  • 3 aircraft to take in to the Danger Zone:
    • F16 Falcon
    • MiG 21 Fishbed
    • Eurofighter Typhoon
  • Multiple & configurable colour & camouflage combinations for each aircraft (F16 & Typhoon have 36 colour combinations - each, MiG has 6)
  • Multiple gameplay options that can be used individually or together
    • Game Type - Timed (3 options), Scored (3 options)
    • Clouds (on off number speed)
    • Fuel (unlimited, limited)
    • Ammo (unlimited, limited)
    • Gun Range (long, short)
    • Guided Ammo (on, off)
    • Bullet wrap on screen edge (on, off)
    • Time of Day (Day, Night, Sunset).

 

To-do:

  • Nothing!

 

Special Thanks:

  • @Synthpopalooza for some seriously superb POKEY tunes!
  • @Trebor, @sramirez2008 & @-^CrossBow^- for providing invaluable feedback and testing and helping to find all the little bugs and issues.
  • @mksmith for generously providing POKEY playback code - thanks mate :)
  • @RevEng for general 7800 code guru duties and answering all of my questions, thanks Mike!
  • @ZeroPage Homebrew for also finding a few elusive bugs (live on air!) and featuring Danger Zone on the ZPH stream.

 

Demo:

Demo is available and attached or can be played directly :

 

Demo Link to JS7800  (click the JS7800 window after you click the link to give focus to the emulator or you don't hear the music until you do).

 

The demo is NTSC only and is restricted compared to the full version. 

 

In the demo you cannot change aircraft and you cannot change the time of day or game type. All other options are available.

 

Compatibility:

  

image.png.d16b35d42e6d1c51dc8e7f45657fbd09.png

 

 

  • Danger Zone plays fine with all emulators and hardware solutions.
  • BupSystem has some distortion on POKEY tunes.
  • Concerto doesn't play POKEY tunes. (POKEY not supported on 48k ROMS).

 

 

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Danger Zone RC4 NTSC demo.a78

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I've added a binary for test purposes. This is WIP and should be considered as an early test build only.

 

It does work under JS7800 + A7800 + BupSystem  (noting A7800's pokey emulation is not as mature and sounds a bit off, BUP's is passable and JS7800 sounds best).

 

No idea if it works on Mateos but works fine on Dragonfly as far as I know.

 

Alpha 3

  • Basic hit detection (and I mean Basic - if the shot is close, it registers a hit - this is next to be refined).
  • Basic Scoring (hit the enemy - get a point).
  • Game is endless

There are some glitches with menus with the menu market not being wide enough apart.

 

Next Alpha should have the new hit detection and game mode logic (time games, score games, end, fuel / ammo limits, etc) + some changes to menu colours.

 

 

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ZeroPage Homebrew will be playing Danger Zone on tomorrow's (Tue Oct 27) stream LIVE on Twitch at 6PM PT | 9PM ET | 1AM GMT! Hope everyone can watch!

 

Games:

 

(SET VIDEO TO 1080P60 FOR FULL QUALITY)

 

Edited by ZeroPage Homebrew
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On 10/25/2020 at 11:43 AM, Muddyfunster said:

I've added a binary for test purposes. This is WIP and should be considered as an early test build only.

 

It does work under JS7800 + A7800 + BupSystem  (noting A7800's pokey emulation is not as mature and sounds a bit off, BUP's is passable and JS7800 sounds best).

 

No idea if it works on Mateos but works fine on Dragonfly as far as I know.

 

Alpha 3

  • Basic hit detection (and I mean Basic - if the shot is close, it registers a hit - this is next to be refined).
  • Basic Scoring (hit the enemy - get a point).
  • Game is endless

There are some glitches with menus with the menu market not being wide enough apart.

 

Next Alpha should have the new hit detection and game mode logic (time games, score games, end, fuel / ammo limits, etc) + some changes to menu colours.

 

DangerZone_Alpha3.bin 48 kB · 5 downloads DangerZone_Alpha3.a78 48.13 kB · 11 downloads

Downloaded and tried adding to my Mateos. The AA splashscreen starts up and the fighter jet goes by, but that's it. I'm unable to start the game. ☹️

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I can report that the binary plays well with the MCP DevCart.  I haven't had too much time to try it out, but off the bat, I got a huge kick out of the spinning aircraft when shot, just like good ol' 2600 Combat.  The color and different aircraft selection works just fine for what I tried. Granted, I did not test all aircraft combinations and colors.

 

Time of the day setting is a bit of a mix bag for me.  'Daytime' is perfect.  'Sunset', the sky is a bit too pinkish and was expecting more of an orange shade.  At 'Night', having the gray sky with gray clouds felt more like a cloudy/rainy day, rather than night to me.  A black sky with gray clouds was more what I was expecting to see.

 

I know the hit detection is 'basic', but really no complaints here at all within the span I played.  I felt it was actually very good and not once did I think it was off the mark being either too sensitive, or not sensitive enough, regarding hit detection. 

 

The planes overall feel not as nimble as the Atari 2600 "Jet", but not as awkward as the Atari 2600 "Bi-plane".  A very nice balance/compromise here so far regarding control.

 

Menu options work great for Music selection and viewing the Credit screen as well.  When in-game, the Reset button nicely returns the player back to the main menu.

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Confirmed here as well accept that I don't get past the AA splash screen and there is NO audio at all and it never gets beyond that screen. However, the 6502 is still running because you can Pause on that screen and see it go to black n white when you do that. So the CPU isn't locked up at least.

 

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8 minutes ago, -^CrossBow^- said:

you can Pause on that screen and see it go to black n white when you do that.

I can confirm the pause as well. 
 

@-^CrossBow^-We wouldn’t be able to hear that glorious POKEY sound anyway, as there isn’t a 48kb extension for POKEY. Calgon take me away!!!

Edited by sramirez2008
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8 minutes ago, sramirez2008 said:

Yeah, I’ve tried 48P in the past. Does nothing. At least the Dodgers are beating the Rays.

I have a build of the original 7800 DK that uses Pokey that uses the 48P extension and works. But that is the only rom I have to uses that extension.

 

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I have a feeling Concerto might be a similar problem to what we get on Mateos.

 

Chatted to Mike earlier, my understanding is that Matteos has the Pokey fixed at $4000, Danger Zone (and other 7800basic prods) have Pokey at $450.

 

I've attached a build with pokey moved but the music doesn't work on emulation, but it might work on Mateos etc. - 

 

Alpha5b is the version that was shown on ZPH's stream last night with pokey in the usual place.

 

 

 

 

 

 

 

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4 hours ago, chicgamer said:

I tried both of these on my Mateos cart, but unfortunately, neither of them got past the AtariAge screen.

 

25 minutes ago, Muddyfunster said:

Thanks Trebor, this file works under emulation, lets see if it works under Mateos!

Mateos requires a headerless ROM with the correct respective file extension. 

Please try this one:

Danger Zone Alpha5bc (POKEY 4000).48P

 

*EDIT:  Depending on when a particular Matoes cart was obtained and/or if it was updated, the cart may (not) support the needed format:

image.thumb.png.04850a20a260fb1e098c279bd91c6fbe.png

 

The below spoilers contains a list of the extensions and formats that should be supported by all Matoes carts:

 

 

 


image.png.5746afb18d3f7528845ae46a274ed427.png
 

 

 

Final note...All extensions have to be in upper caser letters.

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