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Hunt the Wumpus v0.15


TROGDOR

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htw15ns5.png

A shot in the dark.

 

 

Features:

htw14.asm 08/24/06

- Added arrow shot cut scene.

 

htw15.asm 08/28/06

- Added footsteps

- Added arrow shot sound FX.

 

To Do:

- Expand Wumpus clues so they appear in all rooms that are within 1 or 2 rooms of the Wumpus.

- Add death music and victory music.

- Add cut scenes for Wumpus death, Pit death, arrow shooting, and victory.

- Add title screen and music. (started)

- Add in-game sound effects.

- Add difficulty levels and level selection.

- Add bank switching code to allow 8K ROM.

 

Known Issues:

- Firing the arrow at the Wumpus is still quirky.

- There is still one scanline of unwanted black lines at the top of the screen that I haven't cleared out yet, but the rest of the lines are gone.

- Most of the scanline bounce has been cleaned up. There are still a couple frames in the death scene that are not 262 scanlines.

- There are artifacts in the teeth of the death scene that need to be cleaned up.

 

Development Notes:

This is growing into an 8K game, so I can add a lot more detail into the cut scenes, music, sound FX, etc. 4K is getting too crowded.

 

I'm not sure about the footsteps. I'll leave them in there and see if they grow on me. Your player is supposed to be an expert beastie exterminator, and all this thumping around seems out of character for a ranger. I may make the footsteps more subtle.

 

I want to focus on cleaning up the teeth in the death scene so I can have a nice screenshot for the game. It's time to make a formal AtariAge In Development submission. :)

4 Comments


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I still get screen bounce sometimes when walking into walls. Otherwise, the arrow cutscene is nice though the delay after it seems a little long. And, of course, the effect when winning is (to put it mildly) quite feeble.

 

As for footsteps, are you just turning the DC output on for one step and off for the next? If so, I'd expect that might produce variable results with different machines, television sets, etc.

 

Turning the output on and then off a few scan lines later can produce clicks which will vary with the amplitude and with the number of scan lines involved. It's also possible to "soften" the clicks by changing AUDVx as a several-step process. On the other hand, if you're already having occasional scan overruns you may not have time for that.

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8045 is my best with this binary. :party:

 

8215 for me. I had the Wumpus position right; I wonder if my player was a little too low so the shot hit the wall instead of going through the door?

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Hey guys. It's been a few days since I've worked on this, and I'm ready to jump back in. The next release will most likely be 8K, which will take some code rework. I've never done a multi-bank cartridge, but after doing some research, it looks like it won't be too difficult. (At least, no more difficult than every thing else related to 2600 programming. :party: ) My plan is to place all the kernels in one bank and everything else in the other bank. The final game will have at least 6 unique kernels. The current game has 4.

 

vdub_bobby, you may be right about the footstep volume. I'll wait until there are more sounds in the game before I focus on volume balancing. As for the speed of the footsteps, that's a compromise. I'm using a mask to activate the footstep. Adding a bit to the mask makes it twice as slow, which seemed too slow. The footstep rate is actually very close to Haunted House. If you go back and play that game, you'll see what I'm talking about. I figured that since your player is smaller than the player in Haunted House, faster footsteps made since from a physics perspective. The ideal footstep would be between the slower and the current version, but I didn't think it warranted a lookup table vs. just using a simple mask.

 

supercat, any screen bounce in the game is entirely my own laziness, and will be cleaned up. There should still be tons of time left in the vblank. I'll try to hunt down the bounce and eradicate it.

 

Don't worry about the winning noise. It's only a placeholder. The actual winning scene will have it's own bit map, possibly an animation, and definitely its own music. That's one of the reasons I decided to move to 8K. 4K wouldn't do it justice.

 

The pit scene will also have it's own animation. (Think little pitfall guy flailing as he falls into a pit full of slime.)

 

I'll post the source next time so you can see more of what's going on. For the footstep sound, I'm turning on white noise for 1 full frame, then off for 7 frames, producing ~8 steps per second. If I use a creshendo / decreshendo, I don't think it will sound like a footstep. It should be a staccato sound. I'll hunt for a Haunted House disassembly and see what they did, for comparision.

 

As for the shot logic, you can't hit walls. If you shoot down, it will go to the room below it, regardless of where you are in the room when you shoot. The only exception to that is if you accidentally run into the target room while trying to shoot. That will be fixed when I clean up the shooting user interface.

 

2600 programers might notice a bit of perfectionism that I put into the arrow shot scene. The arrow moves from off of the right side of the screen, to off of the left side of the screen, without any sprite wrapping. This required black playfield masking on both sides of the screen, timed with the movement of the arrow. (I'm assuming there's no way to turn off wrapping for an Atari sprite.)

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