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1942 WIP


homerhomer

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The music representations are very different but I can do the conversion (I would semi-automate it).

 

But if you want to use Music Kit, that's certainly fine with me. I've tweaked Paul's player and attached the modified songplay.h along with my song.h.

 

We may need to modify it further to allow multiple songs in one program.

songplay.h song.h

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48 minutes ago, Pat Brady said:

The music representations are very different but I can do the conversion (I would semi-automate it).

 

But if you want to use Music Kit, that's certainly fine with me. I've tweaked Paul's player and attached the modified songplay.h along with my song.h.

 

We may need to modify it further to allow multiple songs in one program.

songplay.h 7.19 kB · 1 download song.h 17.71 kB · 1 download

 

Included in this  test build:

1942 NTSC.bas.bin

 

 

The bB tune used the whole bank 3. Now we have:

 

      3198 bytes of ROM space left in bank 3

 

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1 hour ago, Al_Nafuur said:

 

Included in this  test build:

1942 NTSC.bas.bin 16 kB · 3 downloads

 

 

The bB tune used the whole bank 3. Now we have:

 


      3198 bytes of ROM space left in bank 3

 

Looks awesome. I would like to suggest making bullets red. It is nearly impossible to see bullets traveling over the green areas.

 

 

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30 minutes ago, Yurkie said:

Looks awesome.

thanks

 

30 minutes ago, Yurkie said:

I would like to suggest making bullets red. It is nearly impossible to see bullets traveling over the green areas.

unfortunately this is something our multisprite kernel can't do for us.

 

I would like to make the bullets longer this would make it better to see them and would help the collision detection. Unfortunately this can't be done with the multisprite kernel too.

 

The only thing we might do is to make them 2px wide.

 

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8 minutes ago, Al_Nafuur said:

thanks

 

unfortunately this is something our multisprite kernel can't do for us.

 

I would like to make the bullets longer this would make it better to see them and would help the collision detection. Unfortunately this can't be done with the multisprite kernel too.

 

The only thing we might do is to make them 2px wide.

 

This is looking pretty good.  Loving the title screen and music.

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new binaries in my first post and in PlusStore.

changes:

  • New titlescreen music and player by @Pat Brady
  • Game engine redesign

 

The attack formations are now configured by 25 bytes, which define the plane type, color, starting position and direction of movement for each plane.

 

 

 

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new binaries in my first post and in PlusStore.

Changes:

  • In-Game music by @Pat Brady (can be switched off with left difficulty switch set to A)
  • Runway markings
  • Refined attack movement
  • Longer levels from level 2 upwards (Playfield repeated and sand island)
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8 hours ago, Crimefighter said:

Noticed you can't crash...

 

Yes this is not implemented yet..

 

I first want to fix an issue with the multisprite kernel's line-count when player1 - player5 have an y value around 0, then I want to improve the collision detection.

 

 

 

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new binaries in my first post and in PlusStore.

changes:

  • Workaround for scanline issue of multisprite kernel, if Player1 - Player5 are on the same Y position above the screen
  • Carrier tower and improved scrolling of carrier superstructures
  • touching the enemy planes will reduce the live counter and reset the attack wave. After the last live the game switches back to the titlescreen
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new binaries in my first post and in PlusStore.

changes:

  • Takeoff sound effect by @Pat Brady
  • Sound effects (not final) for shooting, collision with enemies and shooting enemies.

 

There is still an issue with the scanline count. The kernel sometimes produces 263 scanlines

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18 minutes ago, TIX said:

can you provide the dimensions ?

8px single, double or quad width (currently double) and one color. Background color is the playfield color (grey), or if you want to use the blue of the ocean too we can skip part of playfield under the tower.

 

height is up to you (currently 28 px)

 

grafik.png.266acb7a9f6f74bd8a7781896afea213.png

 

we might also reorganize the runway markings and use one of the sprites to mix in one more color to the tower. But this would make the flicker worse.

 

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Not sure if anyone is interested, but there were three US aircraft carriers at the Battle of Midway (June, 1942):  the Enterprise (CV-6), the Hornet (CV-8) and the Yorktown (CV-5).  The Cape Esperance (CVE-88) did have hull number 88, but did not enter the war until 1944 and was an "escort carrier," a type of bargain basement aircraft carrier which could be built quickly in greater number, but which were slower and much smaller than the larger fleet carriers.

 

I'm guessing that the carrier in the original game was hull number 88?

 

This bit of pedantry brought to you by random access memory of US carrier operations in WWII, and wikipedia.  ;)

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@Al_Nafuur the big planes that come from the left hand side have me stay to the right most of the time due to them coming out of no where and hitting me from behind. Anyway to add some depth by having collision off until they get closer to the top like the plane is flying under you or your fighter is higher in altitude? So far I'm loving the progress.

Sent from my SM-G996U using Tapatalk

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8 hours ago, D Train said:

Not sure if anyone is interested, but there were three US aircraft carriers at the Battle of Midway (June, 1942):  the Enterprise (CV-6), the Hornet (CV-8) and the Yorktown (CV-5).  The Cape Esperance (CVE-88) did have hull number 88, but did not enter the war until 1944 and was an "escort carrier," a type of bargain basement aircraft carrier which could be built quickly in greater number, but which were slower and much smaller than the larger fleet carriers.

 

I'm guessing that the carrier in the original game was hull number 88?

 

This bit of pedantry brought to you by random access memory of US carrier operations in WWII, and wikipedia.  ;)

This is a some very cool info. WW2 WWII Photo USS Enterprise CV-6 with Aircraft on Deck World War Two US Navy3d uss hornet cv-8 1942 modelUSS Yorktown CV-5 (1942), Navis - Neptun 1314 (199x)

 

Here are pics of the 3 ships. Perhaps these numbers could be used in the game to give the game variety. The sizes are all close, so they can be modeled the same but the numbers would be a great touch.

 

 

 

 

 

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26 minutes ago, Prizrak said:

@Al_Nafuur the big planes that come from the left hand side have me stay to the right most of the time due to them coming out of no where and hitting me from behind. Anyway to add some depth by having collision off until they get closer to the top like the plane is flying under you or your fighter is higher in altitude? So far I'm loving the progress.

Sent from my SM-G996U using Tapatalk
 

I agree this is an issue, also it seems hard to shoot down. Maybe fly slower also.

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