Here's a test of using the SCORE setting (bit D1 of CTRLPF) to colorize playfield drawn kings. I suspect I'll want to swap the scores (1 with 4 and 2 with 3) to break up the colors in the corners a bit.
Here's the source for the current version:
Medieval_Mayhem_2006_03_09.zip
The paddles now move the shields.
The fireball speed/direction tables were taking up too much room so there's now seperate NTSC and PAL BINs.
I'm off to a cook-out, so type to y'all later!
Source Medieval_Mayhem.zip
NTSC BINmmNTSC.bin
PAL BIN mmPAL.bin
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
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
The ROM is now 32K and preliminary fireball capture routines are now in place.
Please note these limitations, which will be addressed in a future update:
Released fireball only travels in 1 of 3 directions
Player 1's paddle always captures for the top-left shield, even if you selected a 1 player game in a different corner
paddles will capture even if the shield is "computer controlled"
Capture does work correctly for Doubles.
Medieval_Mayhem.zip mm200604
I think they're much better than the "winner" messages from before. I'm sure I'll revise these graphics for the final version, but not for MGC.
Round Winner
Game Winner
Draw
Yep, with multiple fireballs everybody can die To test this I killed off 2 players, the used the stella debugger to reposition 2 fireballs so they'd hit the 2 remaining kings at the same time.
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
I've decided I better document my To Do List as I'd forgotten some of the things I was going to do. I've reviewed the Homebrew forum and my blog from the beginning(wow reviewing all that took longer than I expected) and have come up with the following. Let me know if you recall something that I left off.
List updated October 13th
AI player improvements
fireball to track logic
capture-shoot fireball logic
avoid fireball that got past play
The move out of the way routines are now working for when the fireball gets past a computer player. The current AI players are pretty fast(at least for NTSC games). I'll tweek the performance over time. Each player can have their own performance, plus I plan to make it change depending on the max-speed of the fireball.
I plan to start the "which fireball to track" routines next so the AI players will stop freaking out when the 2nd fireball comes into play.
I've also fixed
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
I've redone the fireball collisions so the fireballs won't bounce-thru when the fireball hits the left/right* side of the shield. Font Consistancy from the To Do List has also been taken care of.
I've noticed a timing issue - the screen will start to jitter if the 2nd fireball comes out while 3 AI players are still alive. You can see this by catching the fireball and holding on to it until the 2nd fireball gets released(about 1 minute, 15 seconds into the round). I think this will be
I didn't like how the the 1 corner checking was working out, so I added back checking of all 4 corners. To make sure the screen doesn't roll/jitter, I added a "time remaining" check before processing collisions for the 2nd fireball.
I also did something that I hope addresses the problem where a fireball would get past your shield then bounce around inside the castle wall and take out a large number of bricks. I changed it so that after the fireball's new direction is calculated, it's
Just a quick post with the new scrolling menus. I ran out of ROM for text labels for the speeds, will try to make room for them in the next update.
mm20061011NTSC.bin
mm20061011PAL.bin
Medieval_Mayhem.zip