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Atari projects, Mac mini DVR, and other things

Entries in this blog

Music

Title Screen/Attract Mode Music, Druid Chip by moderntimes99. Easter Egg(works, but is not finished) Minor fix to prevent captured fireballs from wrapping around the screen I'm using Paul Slocum's Music Kit 2.0 for the background music. To get it to work, I stripped out the visual display from songmain.asm(attached) to figure out the RAM requirements. Only 3 bytes are required to be preserved between calls to the music routines. Another 4 bytes are used as temp variables and c

SpiceWare

SpiceWare in Medieval Mayhem

MGC Placard

Al needs a placard for the Midwest Gaming Classic. This is what I've come up with - any comments/suggestions?     Medieval Mayhem War has broken out between the kingdoms. A well respected knight, you've been called forth to defend your King and Castle.   Atari Console Switches Hit GAME SELECT at any time to return to the Main Menu.   Hit GAME RESET at any time to start a new game.   TV TYPE and DIFFICULTY switches are not used.

SpiceWare

SpiceWare in Medieval Mayhem

MGC Candidate

I've got the dragon flying back and forth and am posting this as a candidate to be demoed at the Midwest Gaming Classic. I'd appreciate any feedback if you see any problems.   Thanx!     Minor updates - fixed problem where fireballs were always launched downward, and fixed yellow for PAL's dragon wings. Medieval_Mayhem.zip mm20060529NTSC.bin mm20060529PAL.bin mm20060529NTSCb.bin mm20060529PALb.bin

SpiceWare

SpiceWare in Medieval Mayhem

Medieval Mayhem

I decided to roll my own Warlords instead of hacking the original so that we can have cartridges made   I spent a few hours tonight and have got the score going. The score's going to be on a single line to allow me to have a larger playing area.   The scores make more sense if you know how my players will be set up.   Player 1 = Top Left Player 2 = Bottom Right Player 3 = Top Right Player 4 = Bottom Left   Warlords has some extra logic

Guest

Guest in Medieval Mayhem

Main Menu

Oh well, I thought the Main Menu was pretty much done; but, in reviewing my blog entry I noticed I left out an e in medieval I'm going to post this anyway as a friend's going to be in Houston this week so there won't be any updates for a while. Update: Got home earlier than expected so I fixed the missing e. I also added just the BIN down below Update2: graphic revisions   Use your paddle to highlight the option. Either tap or hold down your fire button to

SpiceWare

SpiceWare in Medieval Mayhem

Lower castles updated

Finished updating the lower part of the screen. The screen grab catches one of the fireballs changing colors from grey to purple. That change will have to occur a bit further up the screen once the shields are added in. Another thing to note is the lower castles are in a different ROM bank so I gave them a different king shape. Due to playfield reflection, each king's shape can now be "unique".     Source and BIN Medieval_Mayhem_2006_03_22.zip   Anyhow I'm tired so

SpiceWare

SpiceWare in Medieval Mayhem

Limited enhanced, variable AI speeds

The biggest change is the AI players' speeds now vary depending on the game speed and the number of fireballs in play. When I redo the menu I'll relabel the Speed settings as follows: 1 = Childrens 2 = Slow 3 = Fast 4 = Wicked   The speeds are controlled by the following table which tell each player how far they can move each frame. The values are looked up using FRAMECOUNT AND 7. AIplayerSpeeds ; where GameSpeed = 1(slowest) thru 4(fasest) ; Speed = GameSpeed -

SpiceWare

SpiceWare in Medieval Mayhem

Lack of time, part 2

Turns out the lack of time was also occuring during the overscan when processing fireball collisions.   The fireballs are 2 pixels wide and 4 pixels tall; but, because I'm using a 2 line kernel, I can consider it 2 pixels tall.   in the original routines, the process for fireball collisions on the grey castle was: if BrickHit(x,y) then RemoveBrick(x,y) elseif BrickHit(x,y+1) then RemoveBrick(x,y+1) elseif Brick(x+1,y) then RemoveBrick(x+1,y) else BrickHit(x+1,y+1) then Rem

SpiceWare

SpiceWare in Medieval Mayhem

It's safe now

The dragon's no longer gassy     I've added some "english" to make the fireballs occasionally bounce a touch off-center to hopefully prevent a fireball from being stuck moving left/right or up/down. I'm sure I'll need to fine tune it.   Also tweeked the sound effects. Medieval_Mayhem.zip mm20060425NTSC.bin mm20060425PAL.bin

SpiceWare

SpiceWare in Medieval Mayhem

Improved AI

The AI players can now handle multiple fireballs.   I've also added english to the shield bounce - this should prevent the infinite bounce cycles that occured in the past. Medieval_Mayhem.zip mm20060805NTSC.bin mm20060805PAL.bin

SpiceWare

SpiceWare in Medieval Mayhem

Gather your friends

for a round of Medieval Mayhem!     Collision routines are finished and preliminary sound effects have been added. The sound effects are also in stereo so make sure to select that option in your emulator of choice.   Source Medieval_Mayhem.zip   NTSC mm20060422NTSC.bin   PAL mm20060422PAL.bin

SpiceWare

SpiceWare in Medieval Mayhem

Follow the Bouncing Ball

Fireball that is. Very primitive AI routines are in place. Currently they only know how to track 1 fireball, so they act a bit strange when 2 or 3 fireballs are flying around. They don't know how to catch the ball, and they don't know how to get out of the way if the ball gets past them so they often kill themselves off. Also the fireball can get stuck in a pattern. This will be fixed when I add english to the shield bounce routines.   Also a 2nd fireball* will be launched about 1 minu

SpiceWare

SpiceWare in Medieval Mayhem

flap flap

I've got a preliminary graphic converter working in PHP. Right now I have to hard-code the URL for the image to convert, I plan to make it user-selectable at a later date.   It's also forcing the leftmost pixel of each row to be "on" which can cause some alignment issues. I need to make it smart enough to "shift" the bits if needed when the rightmost pixel is blank.   Revised shields   Revised Score routines   Revised 3 and Round winner graphic

Fixed the jitter

Before the fix, when three AI players were alive, INTIM would have 1 +/- remaining at the end of VB when one fireball was in the air. When the second fireball was released there would often be insufficient time and the screen would jitter.   After the fix, with three AI players alive, INTIM has 7 +/- remaining when one fireball is in the air, 5 +/- when two are in the air and 3 +/- when three are in the air.   What's amazing is this was accomplished by commenting out a single

SpiceWare

SpiceWare in Medieval Mayhem

Fireballs revamped

I rewrote the fireball movement routines to use less RAM. I tried out REALbasic in order to create the direction/speed tables. It's a little qwerky, but it got the job done.   The direction/speed is now stored in a single byte for each fireball. When viewing the bits as 76543210, bits 765 control the speed while 43210 control the direction. This yields 7 speeds(speed 0 flags a not-moving fireball) and 32 directions. The directions are set up like this: 0 ^ |24<--+--

SpiceWare

SpiceWare in Medieval Mayhem

Fireball revisions

Many thanx to supercat for his even-odd suggestion and to vdub_bobby for the better positioning routine without the hiccups! With their input the "few odd things" I listed before have been resolved   The lower castles are still not rewritten, though I did add a cycling option to fireballs for flickery flamish look. I'm not sure what I think about it yet, but I do know it will be pulled if I need additional processing time to handle 3 fireballs. To enable the cycling set your Left Diffi

SpiceWare

SpiceWare in Medieval Mayhem

Fireball Flareups

Fireball Flareups are now in place. You'll take out your own castle walls if you hold onto a fireball for too long.   I redid the fireball/shield collision routines again. Side bounces are now redirected forwards.   mm20060819NTSC.bin   mm20060819PAL.bin   Medieval_Mayhem.zip

SpiceWare

SpiceWare in Medieval Mayhem

dragon drawing routines

While I don't have dragon graphics, I have updated the routines that draw the dragon to use single line resolution & shifting with double wide pixels.   It's a really slick effect - but it's taking a lot more processing time per scanline than I was expecting, not leaving much time for the processing of paddles. Any input?   Source Medieval_Mayhem.zip   BIN mm.bin

SpiceWare

SpiceWare in Medieval Mayhem

Disappearing Bricks

Got a few changes going the past couple days. I'll be entertaining a friend from out of town for a few days so there won't be another update until next week.   The "dragon" launchs a fireball in a random direction when it crosses the center of the screen. It then disappears for the rest of the round. The fireball routines were also modified to support "not on the screen" and the other 2 fireballs are now disabled until king killed routine is written.   The scores on left are

SpiceWare

SpiceWare in Medieval Mayhem

Directional Release

Released fireballs will now travel in a direction that's based on how far from the edge of the screen you are as shown in this picture from my blog entry titled Research.     I also found and fixed a bug that was causing the fireball to occasionally pass through the lower shields as well as fixed a couple sound-effect glitches caused by using LDA SoundEffect instead of LDA #SoundEffect   Note - I replaced the BINs with an update that adds back the "english" bouncin

SpiceWare

SpiceWare in Medieval Mayhem

Descriptive Speed, To Do List

Just a few changes. Fixed the reset-game bug. The menu routines expanded into a 2nd bank of ROM so we now have descriptive labels of Kids, Slow, Fast and Medieval instead of 1 thru 4 for the values of Speed. AI players on the Kids level are slower than before. AI speeds swapped - player 1(grey) is now fastest AI and player 4(purple) is the slowest. This makes it so 1 player games can be made more difficult by picking a corner other than grey. The To Do List (in no

SpiceWare

SpiceWare in Medieval Mayhem

Demo Message

Added a DEMO message that blinks during Attract mode. I had to also flicker the message due to fireballs disappearing when they travelled beneath the HMOVE lines.       I also reviewed the AI routines and don't see anything that would cause the game to be easier than before. Has anybody else noticed this, or is Jacob just getting really good at dishing out some Mayhem?   If nobody sees anything issues tonight then I'll give this version to Al as the version fo

SpiceWare

SpiceWare in Medieval Mayhem

Converter's been updated

The updated graphic converter is now online. I had some trouble getting "upload an image" to work, so instead of wasting any more time fighting with it I just now require your image to be available on the internet somewhere.   Steps to use it:   Screen 1 1) cut/paste the IMAGE URL (something like http://www.spiceware.org/atari/fd1.gif ) 2) click LOAD IMAGE   Screen 2 1) Fill in the color numbers for the 2 sprites. For fd1.gif use 1 and 2 2) optio

SpiceWare

SpiceWare in Medieval Mayhem

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