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Some revisions and a text question


SpiceWare

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Made a few changes

  • fixed problem where players 1 and 3 could move too far up the screen causing the graphics to be corrupted.
  • Maxed out the fireball speeds when all human players have died so the current round will end quicker.
  • fixed AI Catch to release the fireball if an AI player is killed while holding the fireball.
  • Redid the AI Catch Button routine. Old routine used ROL to shift the Catch Bit State of AI player 1 to AI player 2(and so on). New routine uses AND and ORA to clear/set each AI player independently.

I'll be addding the Easter Egg soon - is the No Flicker 13 Char Text at the MiniDig the best no flicker routine?

Medieval_Mayhem.zip mm20061014NTSC.bin mm20061014PAL.bin

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I'll be addding the Easter Egg soon - is the No Flicker 13 Char Text at the MiniDig the best no flicker routine?

 

If you want to display so much text that you can't afford to keep it as bitmap, or if you want to display variable text, then probably (unless you want 13+2, anyway). It uses a fair chunk of RAM, though. Storing things as bitmaps would take 35 bytes/row instead of 13, but would eliminate most of the RAM requirement as well as the need for a character set.

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Most of the RAM will be available for use when the easter egg is up, I think I only need to preserve the 3 GameOptions variables.

 

Note: Easter Egg detail removed

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Well, I didn't think it was possible to improve on the 2600 version of Warlords, but you've done it. The multiple fireballs really add a whole new dimension to the game. It's fun watching the surviors going at each other. :D (It might be fun to have a zero players/demo mode option, just to watch the game play against itself.)

 

The game looks fantastic, too! Did the rest of the dragon animation get finished? I thought there was going to be a few frames in there of him turning around.

 

Hopefully I can find some time for the label contest. The next couple of weeks aren't looking too good... :lust:

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Thanks :lust:

 

I had a 0 players option in there for a while. There's enough CPU time for 4 AI players when there's 1 fireball, but as soon as the second fireball comes into play the screen starts to jitter and roll.

 

The dragon's not done yet. espire8 dropped a note this weekend that he hopes to wrap it up this week. I believe we've got 4-5 more weeks before I need to be done for Xmas, so that should be OK.

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The dragon's not done yet. espire8 dropped a note this weekend that he hopes to wrap it up this week. I believe we've got 4-5 more weeks before I need to be done for Xmas, so that should be OK.

 

Maybe there needs to be a special version with a red and green color scheme, where the dragon is replaced by Santa.

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