+Cafeman Posted October 14, 2008 Share Posted October 14, 2008 How many characters can you fit in the game? Imagine fighting George Plimpton ("G.P. Limp ton" ?) Quote Link to comment Share on other sites More sharing options...
Devin Posted October 14, 2008 Author Share Posted October 14, 2008 How many characters can you fit in the game? Imagine fighting George Plimpton ("G.P. Limp ton" ?) I'm looking to fix 5 on the final release. That's about as much as I can fit into the bank I use for graphics and sound. I might be able to fit more if I was going to 16k. I will do that for a sequel. At the moment, they look like they will be as follows: Tomato Stan Wally B. Major Concussion The last two are still being worked on. I will probably use the guy in the Commodore 64 picture on the first page. Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted October 14, 2008 Share Posted October 14, 2008 Just curious - why not go 16K? The more the merrier! And it might give you enough space for Seemo's ring girl. Quote Link to comment Share on other sites More sharing options...
Albert Posted October 14, 2008 Share Posted October 14, 2008 Just curious - why not go 16K? The more the merrier! And it might give you enough space for Seemo's ring girl. Yeah, the cart cost is no different for an 8K cart versus 16K (or for that matter, 32K). ..Al Quote Link to comment Share on other sites More sharing options...
Devin Posted October 14, 2008 Author Share Posted October 14, 2008 Just curious - why not go 16K? The more the merrier! And it might give you enough space for Seemo's ring girl. Yeah, the cart cost is no different for an 8K cart versus 16K (or for that matter, 32K). ..Al Is there a good template for a 16k cart? Quote Link to comment Share on other sites More sharing options...
Albert Posted October 15, 2008 Share Posted October 15, 2008 Just curious - why not go 16K? The more the merrier! And it might give you enough space for Seemo's ring girl. Yeah, the cart cost is no different for an 8K cart versus 16K (or for that matter, 32K). ..Al Is there a good template for a 16k cart? That I don't know--I'll have to defer to all the masterful programmers out there. ..Al Quote Link to comment Share on other sites More sharing options...
Hornpipe2 Posted October 15, 2008 Share Posted October 15, 2008 I modified the 8k template from Minidig for 16k a while back. I use this in Karate Master with a little modification (each bank actually contains two subroutines and selects which one to use based on the carry bit.) There may be better ways to do this but this will get you started. http://www.atariage.com/forums/index.php?showtopic=119684 Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted October 15, 2008 Share Posted October 15, 2008 I used 32K for Medieval Mayhem. Check the source, specifically the JUMP_TABLE macro. Minor changes would be needed for 16K, or you could go for 32K and include music, fancy menu, etc. The menu in Medieval Mayhem took up 6K for the graphics and code. Quote Link to comment Share on other sites More sharing options...
Devin Posted October 19, 2008 Author Share Posted October 19, 2008 Thanks for all the help. I think I will go with 16k. I did some work, and I am confident I can cleave the program into four different parts. I don't know how I can cut it into 8. The main limit right now is good 'ole RAM. My current solution for the graphics pointers uses one byte each - a starting index into a buffer. The limit is the head graphic. Each head uses 36 bytes per boxer (12 pixels x 3 variations). To stay within the 256 indexing limit, this lets me have 7 boxers. The other solution, the one a prefer, is indirect indexing. This would cost me 6 additional bytes. I have 9 currently available (taking into account the stack). This is a tad close for comfort - at least for now. I might be able to share temporary variables between banks and make this possible. Quote Link to comment Share on other sites More sharing options...
STGuy1040 Posted October 31, 2008 Share Posted October 31, 2008 Any further update on this? Quote Link to comment Share on other sites More sharing options...
Devin Posted November 2, 2008 Author Share Posted November 2, 2008 (edited) Any further update on this? There is not much to report at the moment. I did some experiments on the kernal code - to see if I could use pointers and still have enough RAM. I tried a few tricks, but, ultimately, I just don't have either enough RAM or clock cycles to use "workarounds". So, my upper limit of characters is 7 - which is plenty! Anyway, I am also working to make it ready for the move to 16k - which is almost is. When that happens, the development should speed up significantly. Edited November 2, 2008 by Devin Quote Link to comment Share on other sites More sharing options...
ginnidog Posted November 2, 2008 Share Posted November 2, 2008 Devin, Nice work on all you have done so far.... Please add me to the list of those who will purchase this cart, when its all done, Thanks Paulie ( GINNIDOG ) Quote Link to comment Share on other sites More sharing options...
sandmountainslim Posted December 5, 2008 Share Posted December 5, 2008 Just played this game....AWESOME! It has the makings to be a great game. Will definately buy it on cart if it sees release Wp Quote Link to comment Share on other sites More sharing options...
+cvga Posted December 6, 2008 Share Posted December 6, 2008 Wow! This is incredible. I was following the development and screen shots but never downloaded it until now. I'd definitely buy one! Great job! Quote Link to comment Share on other sites More sharing options...
jc78_2005 Posted December 30, 2008 Share Posted December 30, 2008 i really cant wait for this!!! put me inline also for the first run of carts!! Quote Link to comment Share on other sites More sharing options...
Devin Posted January 9, 2009 Author Share Posted January 9, 2009 (edited) Hello once again. I wanted everyone to know that I am still working on this project. Now that I have a nice break from teaching, I have been able to put some major effort into the program. I've attached the latest binary. There are huge number of changes. Some of the more noticeable are as follows: 16k now! Added 2 characters: Rod Ickle and Major Concussion Added some background music The main screen will allow you to select the 4 different boxers. This is only for testing. The final version will not have this feature. This is a nerfed version! The characters do not hit very hard. Mainly, I want to get your feedback on the scripts - what is good and what is bad about each boxer. Also please note that: I made the background a tad lighter than I plan to have it. Major Concussion's hair vanishes in pure black. Eventually, he will have a different background. The system will hang (loop forever) after the fight is over. I just haven't gotten around to the "Next Contender" logic. Major Concussion's "Cannon Punch" cannot be dodged. I will tweak the script later. The "specials" occur quite frequently. This was another tweak for testing. Anyway, I can't wait to hear your feedback. Have a great day! KO_Cruiser_WIP_2000_01_09.bin Edited January 9, 2009 by Devin Quote Link to comment Share on other sites More sharing options...
+Cafeman Posted January 9, 2009 Share Posted January 9, 2009 Wow, stuck at work for the whole day but I look forward to trying out this new version tonight! Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted January 9, 2009 Share Posted January 9, 2009 Major Concussion, indeed! Quote Link to comment Share on other sites More sharing options...
sandmountainslim Posted January 9, 2009 Share Posted January 9, 2009 GREAT work! This game is gonna be great. Love the characters. Wp Quote Link to comment Share on other sites More sharing options...
Devin Posted January 12, 2009 Author Share Posted January 12, 2009 Hello again. I've attached a file that contains some possible start screens for the application. I would greatly appreciate your feedback and comments. Cheers! Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted January 12, 2009 Share Posted January 12, 2009 I like the number 6 (last from second row). Quote Link to comment Share on other sites More sharing options...
+Propane13 Posted January 12, 2009 Share Posted January 12, 2009 I like 6 too. I don't like the last row of 3. -John Quote Link to comment Share on other sites More sharing options...
Lord Helmet Posted January 12, 2009 Share Posted January 12, 2009 I like the 3rd one (upper right hand) btw...this game is really looking cool. I can't wait to play the final version!! Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted January 12, 2009 Share Posted January 12, 2009 I like #3 and #6. However, #6 is a little easier to read. Quote Link to comment Share on other sites More sharing options...
AtariTexas Posted January 12, 2009 Share Posted January 12, 2009 This game is making my mouth water......keeping my fingers crossed a for a soon to be release date Quote Link to comment Share on other sites More sharing options...
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