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Fort Apocalypse

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  1. Release 0.9 Thanks to @Karl G for the feedback! The death in/on a wall is still there, but getting stuck in/on a wall is harder. Change to player-playfield collision handling to be non-random. Entrances and exits to rooms match adjoining room. Place goat randomly in empty spot when enter new dungeon. Minor fixes to room generation goat_dungeon_0.9.bas goat_dungeon_0.9.bas.bin
  2. Release 0.8 Fix: words shouldn't flash when color changes on title screen Fix: bug in room generation causing pf mirroring and goat deciding to go back to title screen Show some representation of time left to dungeon cave-in via pfscore2. Don't make buzzing noise when goat is going through/climbing wall until it's been a little over halfway to dead. Random goat placement on start goat_dungeon_0.8.bas goat_dungeon_0.8.bas.bin
  3. @r_chase let me know if that's better!
  4. Release 0.7 Title screen and music Varying gates to each screen Fire button triggers limited amount of explosives which change the screen, somewhat viewable via pfscore1 Sounds for collision with playfield and explosives Your goat can become radioactive (flash), which can be changed by changing your goat's color via the select switch. Your goat can decide to exit the game at any room, if they feel like it, which will just return you to the title screen. You get a certain amount of explosives on the first dungeon. In subsequent dungeons, you get a random amount of explosives (or maybe none) when you start the dungeon. goat_dungeon_0.7.bas goat_dungeon_0.7.bas.bin
  5. It needs a title screen, but I'm not sure what to do with it to make it more fun. Let me know if you have any suggestions! To try it out if you don't have a way to play it, you could download the goat_dungeon_0.6.bas.bin file, then go to: https://javatari.org/ and click Open ROM file, then choose that file you downloaded. The goat has glitchy movement when going over/through walls, which is somewhat of a nod to Goat Simulator. There's not a lot to the game: you try to collect hearts, goats, and find the way to the next dungeon without getting stuck in/on a wall and falling over after a long time. On top of that, there are cave-ins!
  6. So you can listen to Chariots of Fire while playing it:
  7. Release 0.2 Bug fix: player 2 should not jump in player 1's spot (that's bad manners!) duck_race_0.2.bas duck_race_0.2.bas.bin
  8. Release 0.1 Title, starting/false start sounds, and gameplay duck_race_0.1.bas duck_race_0.1.bas.bin
  9. Duck Race for two players with joysticks! How to play: Press the button to start. Don't press the button until the beginning of the final beep. Keep pressing the button over and over to move the duck. Try to beat the other player. After both ducks have finished, wait a while and press either button to start over, or press reset at any time to go to the title screen. duck_race_0.2.bas duck_race_0.2.bas.bin
  10. Thanks! And I thought that 8x8 example code was DPC+, but it wasn't; I got confused somehow.
  11. Oh ok. I was assuming it was the same as the one by RevEng here: which was: asm .unrand LDA rand ASL BCC unrandnoeor EOR #$69 unrandnoeor: STA rand STA temp6 RETURN end but the new one by Karl G looks to be a little different in a few ways. First, it's not storing in rand, but rather _RoomRand: ;``````````````````````````````````````````````````````````````` ; Special UnRand for rooms. ; __UnRand asm LDA _RoomRand ASL BCC __UnRand_no_eor EOR #$69 __UnRand_no_eor: STA _RoomRand STA _CurrentScene end And there's also: ;``````````````````````````````````````````````````````````````` ; Special Rand for rooms. ; __bBRand asm lda _RoomRand lsr bcc __bB_Rand_no_eor eor #$B4 __bB_Rand_no_eor sta _RoomRand end And, it seems to be using: set optimization inlinerand then it uses: ;``````````````````````````````````````````````````````````````` ; Makes better random numbers. ; dim rand16 = z And in the rand section of your page: https://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#rand it says: Then, I see rand used once in the program, here: ;``````````````````````````````````````````````````````````````` ; Makes _RoomRand a random number. ; _RoomRand = rand : if !_RoomRand then _RoomRand = 1 So, in summary: It's not RevEng's unrand, which I was talking about, so I'm sorry for the confusion. inlinerand is being used. rand16 is being dimmed, even though it's DPC+. rand is only used once in the code. Could you or @Karl G maybe provide a short summary of what the asm is doing and whether and why inlinerand and rand16 are needed? Thanks! That would help in my understanding of this.
  12. I'm a little late to the discussion, but when I've used unrand in the past for playfield generation, a problem I ran into, practically, was that I needed to use rand outside of the playfield generation. You could rand and unrand right away just to get a rand for something else without messing up the consistency of the rand for playfield generation, but then it's not really random, as it may give the same answer each time. Also, with unrand, you can neither use 16bit rand nor the DPC+ kernel.
  13. Story: The military has a secret project involving the release of a specially bred oversized duck into the air which will fall upon a catapulting lever to loft a brick at the enemy. You are in charge of project DUCK DROP! This is just a demo for now of the duck, catapulting lever, and brick action. Press fire button to start, then move the duck and lever around and press the fire button to drop the duck. duck_drop_0.1.bas.bin duck_drop_0.1.bas
  14. https://www.creativebloq.com/news/butcher-billy-atari-nft More at: https://888atari50.com/
  15. Some notes from trying these out: Looks like FlagCarRacing/FlagCarRacing24/FlagCarRacing25 incorporate the Rockford Files theme I shared. It's neat to hear it in a game prototype. The sprites of people look good! I like the action and graphics in many of these! I like the scrolling and Sinistar-like gameplay of 9ShipMissile. The maze in 12CatDogPostman is also cool. There are so many game prototypes at once here, and they all look like they would be good games if you continue to develop them!
  16. Some 2600 games with a lot of "flicker", like Atari's Pac-Man for the 2600, benefit from phosphorescence of a CRT, which can vary some between CRT's. I found this which shows what Pac-Man looks/looked like on the CRT it was tested on: Here's a much older thread on 2600 games with the most flicker, which might be what you're getting at: Among other settings that help with emulation of a CRT or television, Stella has a "Phosphor for all ROMs" setting. While 100% is unrealistic as pixels just paint the screen (at least in Stella 6.7 when I've tried it), if you're looking to make games with flicker look a little closer to what they do/did on a CRT or T.V. then you could tune that. I think the effect could vary some depending on the monitor/T.V., etc., and I don't know what the best settings are to emulate an old T.V. are; I'm sure they varied depending on the console, T.V., and setup. Some of the other settings for Stella to try to emulate an old CRT T.V. are discussed in this old thread I found:
  17. Yep, and that Sears Tank screenshot very similar to that of Coleco Combat: Some discussion about Tank in its various incarnations (including Atari Tank/Sears Tank console) here:
  18. You got rid of the jitter! Looks good! I almost made it past the boss level this time.
  19. This is a fun game! I did run into a problem where I dropped my crate on the left side under the dock and couldn't pick it back up. Also, I'm unsure what the point of the red button thing going back and forth is, because it doesn't seem to affect my crate or lift. It's the right amount of challenging, though. I like it!
  20. Hopefully this helps, and it could result in delays accessing the files, but instead of replacing all with relative paths, how about resolving the paths to canonical paths? https://en.cppreference.com/w/cpp/filesystem/canonical Note that you may need access to each parent directory on path: https://developercommunity.visualstudio.com/t/stdfilesystemcanonical-improper-failure-on-network/927087 If you need to avoid file access delays from canonical path resolution, and if C++/etc. doesn't already cache it, you could create a class to call to get the path that would wrap the access to the filesystem. It could cache the path: first check the hash for a path, then if check the size of the hash and if it's small enough then store the path, otherwise just clear the hash first, then store the path, for a quick-and-dirty implementation. If you can avoid caching, I would, though. That way, in case it changes, it won't fail.
  21. https://www.alamogordonews.com/story/news/2022/08/25/et-atari-tomb-alamogordo-nm-games-auctioned/65418680007/
  22. Running in Stella developer mode, it looks like maybe fewer cycles need to be used / code needs to be reduced, because it's a little shaky. Potato chips and onion rings may need to go on a diet, but it plays well! I got to the boss and lost both times I tried. Could homing missiles start after the boss level?
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