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Limited enhanced, variable AI speeds


SpiceWare

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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 - 1 + FireballCount - 1
; effect Speeds 0 thru 5
; X = Y * 1.2
; PAL = NTSC * 1.2
;                         N T S C                  --------SPEED---------
;         -------X-------  -------Y-------   X  Y   0   1   2   3   4   5
    .byte 2,1,1,1,2,1,1,1, 1,1,1,1,1,1,1,1; 10  8  P1
    .byte 2,1,1,2,1,1,2,1, 2,1,1,1,1,1,1,1; 11  9  P2  P1
    .byte 1,2,1,2,1,2,1,2, 2,1,1,1,2,1,1,1; 12 10  P3  P2  P1
    .byte 1,2,2,2,1,2,2,2, 2,1,2,1,2,1,2,1; 14 12  P4  P3  P2  P1
    .byte 3,2,2,2,2,2,2,2, 1,2,2,2,1,2,2,2; 17 14      P4  P3  P2  P1
    .byte 3,2,2,3,2,2,3,2, 2,2,2,2,2,2,2,2; 19 16          P4  P3  P2  P1
    .byte 2,3,3,3,2,3,3,3, 3,2,2,2,3,2,2,2; 22 18              P4  P3  P2
    .byte 3,3,3,3,3,3,3,3, 3,2,3,2,3,2,3,2; 24 20                  P4  P3
    .byte 4,3,3,3,4,3,3,3, 2,3,3,3,2,3,3,3; 26 22                      P4
 

I've also modified the Limited Catch to support limiting at a player level so that, for instance, player 1 could be limited while the other players have normal catch. Please note the current menu doesn't fully support setting each player. For now, the dots added above the M in limited will denote which players are limited. The first dot is player 1, second player 2 and so on. When the dots come off they come off from the end.

 

All players with Limited Catch

blog-3056-1160196415_thumb.png

 

Players 1 & 2 have limited catch, players 3 & 4 have full catch.

blog-3056-1160196431_thumb.png

 

I would greatly appreciate any feedback on how the different AI speeds work, such as is the childrens setting option appropriate for children.

Medieval_Mayhem.zip mm20061006NTSC.bin mm20061006PAL.bin

4 Comments


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Thanks for the suggestion, but I like how the right-aligned shorter words help reinforce "option value" instead of "option name"

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Thanks for the suggestion, but I like how the right-aligned shorter words help reinforce "option value" instead of "option name"

 

It should be possible to put Medieval in a smaller font while keeping the same general appearance.

...#..#.........##...................#
..######.........##.#...............##
.##.##.##.........#..................#
#.#..#..#...#.....#.#...#.##.#....#..#
..#..#..#..###..#.#.#..###.#..#..###.#
.##..#..#.#..#.#..#.#.#..#.#..#.#..#.#
#.#..#..#.#.#..#..#.#.#.#..#..#.#..#.#
..#..#..#.##...#..#.#.##...#..#.#..#.#
..#..#..#.#....#..#.#.#....#..#.#..#.#.
.#......#.##.#.##.#.#.##.#.###..####.##
#......#...##...##...#.##...#....#..#.#
--------========--------========--------========

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That may work.

 

I've got the menu scrolling up/down, now to reimplement the changing of the values.

 

I've expanded upon Limited Catch by Player and gave each player a Yes/No/Limited Catch setting.

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