I like the sub-title - History Repeats Itself, in a good way.
Score Summary:
Graphics 95%
Sound/Music 100%
Gameplay 98%
Control 100%
Overall Score 100%
Medieval Mayhem Review - the following extract is from the "Michael meint" section of the review;
I'm more than a bit rusty in my German, so I ran it thru babelfish.
Can somebody provide a better translation of the Xbox/Playstation line?
Graphics 8
Sound 8
Gameplay 9
Multiplayer 10
Total 8.6
Test screens for my next project. Roads 3 PF wide, with 5 scan lines per PF block
Nope, road's too squished, let's try 3 PF wide, with 6 scan lines per PF block
Still squished, and not enough room for radar, score and lives remaining. Just for fun, 3 PF wide with 7 scan lines per PF block
Roads look OK, but no room for anything else.
Same test, roads 2 PF wide, 5 scan lines per PF block
2 PF wide, 6 scan lines per PF block
2 PF wide, 7 scan lines per PF block
Found these photos of AC2007, held last weekend in France. Looks like they had a Medieval Mayhem tournament. Following translated from French via babelfish:
I like the placard they did up for MM
Also found a video(55 MB) that I fast forwarded thru. I see MM at 6:12 - 6:16, 8:00 - 8:24 and 11:57 - 12:15.
My day was made last Friday when I saw that Medieval Mayhem placed 2nd in the 2600 homebrew of 2006 poll, behind the excellent version of Lady Bug by John W. Champeau,
My day was made again today when I noticed Medieval Mayhem is now in the top 10 of Atari Age's 2600 games
I ran the lst file thru batari's ZP/immediate load auditor and found a few ZP accesses that were supposed to be immediate mode.
One of the issues was with the lda ATTRACT_DELAY instead of lda #ATTRACT_DELAY, which probably explains jetset's issue on his 7800.
The other was cmp SoundKingTest which should have been cmp #SoundKingTest. This compare only determines weither or not to start a new sound effect, so I don't see it causing the problems Nathan or my cart had.
I'd appreciate a
think I fixed the DEMO Jitter. Also fixed a glitch in the easter egg.
Let me know if y'all spot anything else as the changes could have broke something.
The last of the animation changes are now in place.
I'd like to thank you all for your help and support
Enjoy the final BINs
Medieval_Mayhem___NTSC.bin
Medieval_Mayhem___PAL.bin
Medieval_Mayhem.zip
Just for fun - made a couple of animated gifs that cover the development of Medieval Mayhem:
Main Menu
Game Screen
Discovered the game would crash if you did the following:
1) trigger the easter egg
2) return to main menu
3) let the demo mode start
If you started a game between 2 & 3 then everything would be fine.
Also did yet more work on the in-game sequences and the easter egg.
fixed flipped DEMO message
Modified music during knight sequence
added a very rough-draft "knight chase off" sequence
I think 6 of the 16 in game animation sequences are finished (0, 2, 4, 6, 7 and 12)
In game animation sequences:
0 launch up-right & leave left 8 variation of 0
1 launch down-right & leave left 9 variation of 1
2 launch up-left & leave right 10 variation of 2
3 launch down-left & leave right 11 variation of 3
4 from left stop mid
Extended animation sequences
Launch sequences towards all 4 players
No changes will be made tomorrow, I have company in town for the day. I'd plan to finish the game Sunday, so now's the last chance to report any bugs or problems with the game play.
How many of you have found the Easter Egg? If you need a hint, highlight the line below:
you only need 1 set
Knight doesn't start marching until the king's death sequence is over.
Modified Knight to be in sync with music.
Rewrote Dragon Animation routines to support sequence data being stored in banks 5, 6 and 7. Tested by moving current animation sequences to the other banks.
I realized I had to do bills tonight, so wasn't able to add any new animation sequences. I am taking Friday off work so will most likely end up finishing the game Friday.
Music plays while the knights are on screen.
Modified the knight sequence, Gold Knight now makes 2 passes.
Fixed a bug with the King Death Screen Flash sequence.
Changed DEMO message to pulse instead of flash.
Unless a bug is found, these are most likely the last changes to be made as I have to add all the different dragon animation sequences over the next 2 days.
On the drive home I got to thinking about Nathan's shimmering knights and figured out how to do it. Because of the image design, only 1 HMOVE is needed to line up the knight and the flag. By not using HMOVES for every line I could save 86 bytes from the HMOVE tables. Also, while the knight is onscreen, there's no need to draw fireballs so that processing time can be used instead to change the color.
Rewrote the dragon routines to support an animation sequence. Currently the fireball will always launch on the first pass as I discovered I used the wrong "center point" when I converted the frames. This means the following image moves left/right instead of remaining stationary when the flipped image flag is set. I'll have to run all the frames thru the converter again to fix this.
Added a wing flap sound effect.
Minor changes to the easter egg.
All the animation frames have been updated. Two have minor problems, the rest should be OK.
Changed the grey player to a red color so the color will contrast with the grey knight for the forthcoming round animation.
Also rearranged some bank usage to hopefully be able to implement the full intermission sequence that espire8 came up with. The knight itself will be possible, not yet sure if there's room for the dragon sequence.
The dragon routines are now split so the finished routines will be able to fit in the remaining space of a couple banks. For test they're currently cycling thru 8 of the image frames.
Bank 5 now contains the Dragon Animation Code. It controls the movement of the dragon, launching of the fireball and selecting the frame to display. It jumps to bank 4 to prep the frame. Next to do is rewrite this to use tables which will define the timing and playback sequence of the frames.
Bank 4 now
AI players move if all the caught fireballs are held by AI players(no more sitting on the corner of the castle!)
I think I fixed the "stuck at edge" bug when an AI player catches a ball
rewrote "draw dragon" routines which allows DEMO message to no longer flicker. I did this by rewriting the routines so the HMOVE is only hit on the lines that need it. For the DEMO message this means there's no longer a solid black HMOVE bar for the fireball to hide behind. Timing's a bit touchy on one o
Been a busy couple weeks, sadly not much of it's been spent on Medieval Mayhem. A puppy, for my folks, was dropped off at my place on the 4th. Cute dog, but not-potty-trained teething puppies are a handful. My Grandma Lavota, who lives near San Antonio, got quite sick and was in the hospital for a week. She's been released and is currently in a nursing home for rehab. We're hoping she'll be able to return home in a few weeks. I headed out there to see her Thursday(which was also my 40th). My fol