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1942 WIP


homerhomer
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2 minutes ago, Gemintronic said:

Sorry if this has already been covered.  If I try to compile the source folder it give me a:

 

 error: Unknown Mnemonic 'SET_PLUSROM_API'.

 

Are there more files needed?  Or, a special variant of bB or DASM?

Yes you need the PlusROM functions for bB.

 

@splendidnut has added this to the Readme on his fork:

https://github.com/splendidnut/1942-bB/blob/main/README.md

 

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2 hours ago, splendidnut said:

I believe I fixed the power-ups.  Committed to Github.

Not quite, the second Pow in a stage is always the same than the first, but it should be a different one (mostly the red 1000 bonus one).

 

You can find the list (_bonus_list) that indicates which Pow should appear per stage here:

https://github.com/Al-Nafuur/1942-bB/blob/main/src/1942 HSC.bas#L1964

 

Basically you just have to increase the bonus counter (r/w_stage_bonus_counter) when a bonus plane wave is over (all shoot down or flown away).

 

Also I have noticed that the side fighters are black when they fly off before the landing or before the boss plane (a multisprite is used for flying away the side fighters)

 

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The power ups are definitely back!  I even got some that previously I never did (like the triple fighter).  After the first stage and the boss plane fight, I started dying to multiple (3-6) red enemy shots that would just appear in the center of the screen with no enemy fighters nearby.  At first I thought maybe it was on land and they were AA guns on land but then it also happened in the middle of the empty ocean as well.

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Do I dare say the bonus items are full working now?  Maybe....

 

Also, I did up the colors for the Side Fighters and fixed the colors for the red bonus item ($3x -> $4x NTSC hue switch).  Are there any other sprites missing their proper colors?

 

Enjoy!

 

NTSC Binary (source code committed to Github):

 

1942_HSC-20220625.bas.bin

 

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  • 3 weeks later...

ZeroPage Homebrew is playing 1942 on tomorrow's stream LIVE on Twitch, hope you can join us!

 
Games:

 (WATCH AT 1080P60 FOR BEST QUALITY)

 

 

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I believe I have all the multi-colored sprites taken care of at this point.  Main thing changed in this update is I've added the player explosion colors to the color lookup table... they could probably do with some tweaking, but they look alright.

 

I still need to fix the "off-by-1 on the first line" issue.  But other than that... if anyone has tweaks/suggestions for the sprite colors, just let me know.

 

Hopefully everything works out for @ZeroPage Homebrew tonight!

 

Enjoy!

 

PAL60 binary:

1942_HSC_PAL60-20220712.bin

 

NTSC binary:

1942_HSC_NTSC-20220712.bin

 

 

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  • 2 weeks later...
1 hour ago, Lauren Tyler said:

I just tried the WIP and I like what I'm seeing so far.  The only gripe I have is using the select switch to perform a loop if you don't have a Sega Genesis controller.  Have you considered an alternative like maybe double-tapping the button instead?

You can also use the button of the second joystick for the looping

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  • 2 weeks later...

new binaries in my first post and in PlusStore.

changes:

  • Multi colored sprites kernel by @splendidnut
  • Fix no landing after boss fight when background music is turned off
  • Fix PowerUps
  • Changes for bB v1.6/v1.7

        355 bytes of ROM space left in bank 1

      2007 bytes of ROM space left in bank 2

      1434 bytes of ROM space left in bank 3

          16 bytes of ROM space left in bank 4

      3362 bytes of ROM space left in bank 5

        121 bytes of ROM space left in bank 6

        282 bytes of ROM space left in bank 7

        369 bytes of ROM space left in bank 8

 

 

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  • 1 month later...

@splendidnut I would like to change the colors of the planes a bit, to get them closer to the original. And to avoid the "candy canes" effect.

 

1942_MC_SmallGreen_PlaneUp.png.3531dc1a865cfe4e7c7e3e9babc8ebfd.png120px-1942_MedGreen_1P1T.png

 

This way we might use only one color table for up and down moving planes (the shadows change, because the sun isn't moving)

1942_MC_SmallGreen_Plane.png.57fe884db769123b99c75cc328841938.png

 

or like this:

1942_MC_SmallGreen_PlaneUp_v2.png.92dc59fb6c2089dea58496458bb3abb6.png1942_MC_SmallGreen_Plane_v2.png.d36bed876bc3c4a69ba3469dc02bf8e8.png

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Okay, before I try out this game, I should ask if this is Joy2b+ compatible. Because the best alternative for Joy2b+ is a USB NES controller. So, is it compatible with Joy2b+ or should I just get a Sega Genesis USB controller?

Note: I'm thinking of turning my old Raspberry Pi 3B+ into an Atari/NES/GameBoy emulation machine. Hence why I ask about Joy2B+ compatibility and stuff.

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13 hours ago, r_chase said:

Okay, before I try out this game, I should ask if this is Joy2b+ compatible. Because the best alternative for Joy2b+ is a USB NES controller. So, is it compatible with Joy2b+ or should I just get a Sega Genesis USB controller?

Note: I'm thinking of turning my old Raspberry Pi 3B+ into an Atari/NES/GameBoy emulation machine. Hence why I ask about Joy2B+ compatibility and stuff.

I don't understand what exactly you are trying to do. As far as I can see Joy2B+ is a modification for DB9 joysticks and the games have to be modified to work with this too. But if you want to go the emulation route with a Raspberry Pi you have to use USB (stelladaptor ?) anyway.

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5 hours ago, Al_Nafuur said:

I don't understand what exactly you are trying to do. As far as I can see Joy2B+ is a modification for DB9 joysticks and the games have to be modified to work with this too. But if you want to go the emulation route with a Raspberry Pi you have to use USB (stelladaptor ?) anyway.

Yeah, I'm just unsure about myself. Plus, since I want to develop games for the Atari 2600 with Joy2B+ in mind, I want to test them with my NES-style USB gamepad and stuff.

As for why I asked about Joy2B+ for this game, I just want to try this game too tbh. Again, really sorry for asking some silly questions.

Edited by r_chase
Clarification reasons.
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For what it's worth, any of the games like this which are Genesis-gamepad-compatible, the Joy2b+ controllers will work on the 2600 or 7800 (Mapping button I ⇒ B ⇒ Fire, II ⇒ C), they just won't listen for Button III.

 

I believe the Stelladaptor may not be compatible with the Genesis or Joy2b+ controllers, as per:

I don't know if perhaps that has changed since 2005, due to either the various hardware revisions or firmware updates, though.

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On 9/23/2022 at 10:33 PM, splendidnut said:

Alright I've committed those changes to Github and I also did a pull-request.  Here's a snapshot showing the new coloring.

 

1942_HSC.bas_dbg_6c0be439.png.d789e2f501250fa3a7e5a0b192c6f549.png

 

I merged your changes and changed some more colors. I also moved the color tables from the multisprite kernel to the bB file, so the kernel might be used in other projects without changes. 

 

I pushed the changes to the branch "New-Multicolors". More testing and maybe color tweaks are needed.

 

NTSC test build:1942_NTSC_color_test.bas.bin

 

Here are my new color definitions (Suggestions for improvement welcome)

SmallGreen_PlaneLR_v2.png.5ee50cd8c6b09e71b2cf742cdbebe4a0.png

MiddleGreen_Plane.png.e9fc8918ed6c47d04f6f99a36f080052.pngMiddleGreen_PlaneUp.png.b267132227cae9b5f985afc63528d260.png120px-1942_MedGreen_1P1T.png.d2717328453647f529278cfc30c3753a.png

 

LargeGreen_Plane_v2.thumb.png.89af6a45c5da4539478fdcefeab47f47.pngLargeGreen_PlaneUp_v2.thumb.png.b416a413211581e67f28e7ea1c152119.png

300px-1942_LargeGreen.png.fb98e98647544c5ac67ee692ff84b0b9.png

 

 

PlayerPal data:

 

Spoiler
;---Graphics Data from PlayerPal 2600---
;---Small Green Plane LR---

Frame0
        .byte #%00000000;$D6
        .byte #%00011000;$DA
        .byte #%01011000;$DA
        .byte #%01111100;$DA
        .byte #%01111100;$D6
        .byte #%01011000;$D6
        .byte #%00011000;$D6
        .byte #%00000000;$D6
Frame1
        .byte #%00000000;$D6
        .byte #%00011000;$DA
        .byte #%00011010;$DA
        .byte #%00111110;$DA
        .byte #%00111110;$D6
        .byte #%00011010;$D6
        .byte #%00011000;$D6
        .byte #%00000000;$D6
;---End Graphics Data---


;---Color Data from PlayerPal 2600---

ColorFrame0
        .byte #$D6;
        .byte #$DA;
        .byte #$DA;
        .byte #$DA;
        .byte #$D6;
        .byte #$D6;
        .byte #$D6;
        .byte #$D6;
ColorFrame1
        .byte #$D6;
        .byte #$DA;
        .byte #$DA;
        .byte #$DA;
        .byte #$D6;
        .byte #$D6;
        .byte #$D6;
        .byte #$D6;
;---End Color Data---



;---Graphics Data from PlayerPal 2600---

Frame0
        .byte #%01011010;$D8
        .byte #%11111111;$D8
        .byte #%11111111;$DA
        .byte #%01111110;$D6
        .byte #%00011000;$D6
        .byte #%00011000;$D6
        .byte #%00111100;$D4
        .byte #%00111100;$D4
Frame1
        .byte #%00111100;$D8
        .byte #%00111100;$D8
        .byte #%00011000;$D6
        .byte #%00011000;$D6
        .byte #%01111110;$D6
        .byte #%11111111;$DA
        .byte #%11111111;$D4
        .byte #%01011010;$D2
;---End Graphics Data---


;---Color Data from PlayerPal 2600---

ColorFrame0
        .byte #$D8;
        .byte #$D8;
        .byte #$DA;
        .byte #$D6;
        .byte #$D6;
        .byte #$D6;
        .byte #$D4;
        .byte #$D4;
ColorFrame1
        .byte #$D8;
        .byte #$D8;
        .byte #$D6;
        .byte #$D6;
        .byte #$D6;
        .byte #$DA;
        .byte #$D4;
        .byte #$D2;
;---End Color Data---


;---Graphics Data from PlayerPal 2600---

Frame0
        .byte #%00011000;$C6
        .byte #%11111111;$C6
        .byte #%11111111;$CA
        .byte #%00111100;$C6
        .byte #%00011000;$C6
        .byte #%00011000;$C6
        .byte #%00011000;$C4
        .byte #%00111100;$C2
Frame1
        .byte #%00111100;$C4
        .byte #%00011000;$C6
        .byte #%00011000;$C6
        .byte #%00011000;$C6
        .byte #%00111100;$C6
        .byte #%11111111;$CA
        .byte #%11111111;$C2
        .byte #%00011000;$C2
;---End Graphics Data---

 

 

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On 2/3/2011 at 10:52 PM, homerhomer said:

I was thinking about what game I should make and I though 1942 would be really cool. Although I'm new to programming, I was able to piece together a start.

 

Any help would be awesome

post-28656-129710671501_thumb.png

default.basFetching info...

default.bas.binFetching info...

*speechless*

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  • 2 weeks later...

new binaries in my first post and in PlusStore.

changes:

  • Multi color changes
  • Collision check fixes and optimizations

 

        365 bytes of ROM space left in bank 1

      2007 bytes of ROM space left in bank 2

      1759 bytes of ROM space left in bank 3

         16 bytes of ROM space left in bank 4

      3362 bytes of ROM space left in bank 5

        121 bytes of ROM space left in bank 6

        282 bytes of ROM space left in bank 7

        113 bytes of ROM space left in bank 8

 

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This is my second attempt at an arcade faithful score font.  I included the code, modified score_graphics.asm and a demonstration screenshot.  Not familiar enough with Github to submit it that way.  Please use it if it looks better than the current font!

 

1942score.thumb.jpg.e5840d8fbe83dd5eaad1c41d3759df2c.jpg

 

	.byte %01111100
	.byte %01100100
	.byte %01100100
	.byte %01100100
	.byte %01100100
	.byte %01100100
	.byte %01100100
	.byte %01111100

	.byte %00011000
	.byte %00011000
	.byte %00011000
	.byte %00011000
	.byte %00011000
	.byte %00011000
	.byte %00011000
	.byte %00111000

	.byte %01111100
	.byte %01001100
	.byte %01000000
	.byte %00110000
	.byte %00001100
	.byte %00001100
	.byte %01001100
	.byte %01111100

	.byte %01111100
	.byte %01001100
	.byte %01001100
	.byte %00001100
	.byte %00011000
	.byte %00001100
	.byte %01001100
	.byte %01111100

	.byte %00011000
	.byte %00011000
	.byte %01111100
	.byte %01001000
	.byte %01001000
	.byte %01001000
	.byte %01001000
	.byte %01111000

	.byte %01111100
	.byte %01001100
	.byte %00001100
	.byte %00001100
	.byte %01111100
	.byte %01100000
	.byte %01100000
	.byte %01111100

	.byte %01111100
	.byte %01001100
	.byte %01001100
	.byte %01111100
	.byte %01000000
	.byte %01001100
	.byte %01001100
	.byte %01111100

	.byte %00110000
	.byte %00110000
	.byte %00110000
	.byte %00011000
	.byte %00001100
	.byte %00001100
	.byte %01001100
	.byte %01111100

	.byte %01111100
	.byte %01100100
	.byte %01100100
	.byte %01100100
	.byte %00111000
	.byte %01100100
	.byte %01100100
	.byte %01111100

	.byte %01111100
	.byte %01100100
	.byte %00000100
	.byte %01111100
	.byte %01100100
	.byte %01100100
	.byte %01100100
	.byte %01111100

 

score_graphics.asm

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On 10/17/2022 at 2:31 PM, Gemintronic said:

This is my second attempt at an arcade faithful score font.  I included the code, modified score_graphics.asm and a demonstration screenshot.  Not familiar enough with Github to submit it that way.  Please use it if it looks better than the current font!

 

1942score.thumb.jpg.e5840d8fbe83dd5eaad1c41d3759df2c.jpg

🤔

I think your first attempt here

bb194x.thumb.jpg.87e7f4d5ca0a5a086f44b4c

was closer to the arcade version:

image.thumb.png.6e7380ee721e46c3c1d860d157e4373e.png

grafik.thumb.png.ee444a1f17d3976005f74b5

 

But your post reminded me to put the score font on the todo list.

 

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