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vdub_bobby

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About vdub_bobby

  • Birthday 04/21/1977

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    Boom bam.
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    Male
  • Location
    Seattle, WA
  • Interests
    Baseball, football, math, computer programming, video games, books.

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  1. If you post your code (did I miss it?) I'm sure someone would be glad to take a look and suggest some optimizations.
  2. Got my copies of Minotaur today, along with some other swag. And somewhat coincidentally, the two CX78+s I ordered from Atari came today also!
  3. Thanks! It should remind you of Battle City - Battle City was the sequel to Tank Battalion, and Minotaur is a very loose port of Tank Battalion.
  4. This is fun Appreciate the ideas. There is label art, though, that will be shared at the right time
  5. I also haven't seen any issues running on my 4 switch on an big flatscreen TV. Haven't tested a lot of different hardware configurations, though, and haven't run it on my little CRT. I'll test it out a little more broadly, but please let me know if anything looks odd on real hardware.
  6. I played with that method of moving but in the end I went with full-tile movement. Good suggestion though!
  7. Thanks for giving it a close look! So actually, that isn't a tank, it's a "maze" icon. It indicates the variation you have selected. So it isn't supposed to move.
  8. When you say green, do you mean the top right tank? Thanks -Bob
  9. I have always used a single file; that said I've never had any finished game bigger than 16K. For tools, I use the Crimson Editor, which is free I have it configured so I can compile with DASM by pressing CTRL+[1] and launch the binary in Stella with CTRL+[2], which is really nice. It also allows you to create a syntax highlighting file pretty easily, so I did that for the 6502 assembly language / Atari 2600. The Crimson Editor isn't supported any longer, so I'm vaguely on the lookout for a replacement, but since it works really nicely for me I'm not looking too hard.
  10. Thanks! Made some minor updates: Updated music code so I have a finer gradient of volumes to play with Tweaked volumes of music Fixed bug where music didn't always start on the downbeat when you jumped to the title screen Also put the game on my trusty Kroc Cart and spent about 30-45 minutes play testing. Didn't see any bugs, and feel like the gameplay is solid. I think I'm done fiddling with the music, so unless any bug fixes are required, this is the final ROM 🤞 😎 Minotaur NTSC.bin Minotaur PAL60.bin Minotaur.asm
  11. Been a long time since I posted an update. I started a new job and had less time for fun stuff like this. UPDATES: Only real change is I updated / extended the title screen music. @Bomberman94 can you see if the bug you mentioned above can be reproduced? Aside from bug fixes and probably more twiddling with the music, this is the final ROM. I'd love to hear what you think! (Especially let me know if you see any bugs.) Minotaur NTSC.bin Minotaur PAL60.bin Minotaur.asm
  12. Thanks for the feedback, I'll take a look at this. ❤️
  13. MINOR UPDATES: Fixed scoring bug; the bonus for number of consecutive kills wasn't resetting between levels. Added a hard-coded "city block" maze for levels that end in "5" (i.e., level 5, level 15, etc.) I'd love feedback on difficulty. I feel like it starts well and ramps up nicely, but I have played it a lot. Minotaur.bin Minotaur_PAL60.bin Minotaur.asm
  14. UPDATE: Worked on colors for the tanks. I'm more or less happy with what I came up with, though still need to test it on real hardware and confirm it looks ok. Changes to the scoring bonuses for killing tanks. Old method was complicated; new method: 100 points for killing a tank +75 points for every consecutive tank that you kill without dying This applies to tanks killed by getting the second power-up and to tanks killed by shooting a power-up Some minor bug fixes: Now tanks move on screen the same frame they are respawned; previously they waited four frames which meant they could be killed (via power-up explosion) while completely off screen. Now at least one row/column of pixels will be visible. Minor graphic glitch with drawing missile 1 in the left most column of the maze on the bottom row has been fixed; the write to ENAM1 was happening 1 cycle too late. I've been doing a fair amount of stress testing to see if I get any jitters or screen rolls and haven't seen any and so I am cautiously pronouncing victory on that point. And so, barring any last-minute bugs or further color/sound tweaking, I think this is the final (NTSC) version. I'm not sure when it will have its official release, so I'll continue testing (and I still welcome feedback!) and fixing anything that comes up. I have a few bits of RAM free and about 80 scattered bytes of ROM free, so there's a little room for additional tweaking, so if you have any suggestions, let me know. Quick question - I am planning to make a PAL60 version. Is there any reason to create a PAL (50Hz) ROM? EDIT: Added first crack at a PAL60 version. Screenshot comparison: NTSC PAL60 Minotaur.bin Minotaur.asm Minotaur_PAL60.bin
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