+Cafeman Posted March 23, 2012 Share Posted March 23, 2012 Another "wow!" from me because I can't believe ole Bob's homebrewin' work ethic. I never heard of "Rip-Off" until now. Is it like Asteroids or Space Fury, does it have rotate and thrust controls for example? Quote Link to comment Share on other sites More sharing options...
edweird13 Posted March 23, 2012 Share Posted March 23, 2012 Here is the KLOV listing for Rip-Off http://www.arcade-museum.com/game_detail.php?game_id=9326 Quote Link to comment Share on other sites More sharing options...
purduecrum Posted March 23, 2012 Share Posted March 23, 2012 All other games on my wish list just got bumped back by one. I'm in for a cart too, please. Thanks! Quote Link to comment Share on other sites More sharing options...
diggs130 Posted March 23, 2012 Share Posted March 23, 2012 Please put me on the list also! Thanks~ Quote Link to comment Share on other sites More sharing options...
Lord Helmet Posted March 23, 2012 Share Posted March 23, 2012 It's downright amazing how fast Bob cranks these out. Not only that, but every single one if his games is top quality. Congrats on another release Bob. Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted March 23, 2012 Author Share Posted March 23, 2012 Thanks, Guys! Ok, I think I have the 'Don't Bump Your Buddies' thing implemented. Thanks, Bob RipOff.A78 RipOff.bin RipOffP.A78 RipOffP.bin Quote Link to comment Share on other sites More sharing options...
twoquickcapri Posted March 24, 2012 Share Posted March 24, 2012 Looks Good. Put me down for one. Quote Link to comment Share on other sites More sharing options...
VectorGamer Posted March 24, 2012 Share Posted March 24, 2012 When the game is over, can you cycle through attract and final score screens? What about a high score table? Put me down for a cart as well, please! Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted March 24, 2012 Author Share Posted March 24, 2012 When the game is over, can you cycle through attract and final score screens? What about a high score table? Put me down for a cart as well, please! Whoops - forgot to test it without an HSC. There is no local HSC in this game, although it does (now) cycle through the options screen, last score screen, and HSC (if there is one) RipOff.A78 RipOff.bin RipOffP.A78 RipOffP.bin Quote Link to comment Share on other sites More sharing options...
+cmart604 Posted March 24, 2012 Share Posted March 24, 2012 Very nice! I'm in for a cart too please. Quote Link to comment Share on other sites More sharing options...
fandenivoldsk Posted March 24, 2012 Share Posted March 24, 2012 (edited) I would like to sign up for the game as well. Edited March 24, 2012 by fandenivoldsk Quote Link to comment Share on other sites More sharing options...
AtariNerd Posted March 24, 2012 Share Posted March 24, 2012 If you eventually do put forth the game in cart form, I certainly wouldn't mind being included in that list of would-be purchasers. Quote Link to comment Share on other sites More sharing options...
Compumater Posted March 24, 2012 Share Posted March 24, 2012 Looks good so far, can't wait for it. As always your attention to detail is perfect. I can't even belive anyone remembers this game! Please add me to the list for a cart! Quote Link to comment Share on other sites More sharing options...
Jinks Posted March 24, 2012 Share Posted March 24, 2012 Put me down for cart..nice work! Quote Link to comment Share on other sites More sharing options...
+HatNJ Posted March 24, 2012 Share Posted March 24, 2012 Looking good Bob When the list starts Put me in for 1 (put me in for any game you do on a cart) Quote Link to comment Share on other sites More sharing options...
Almost Rice Posted March 24, 2012 Share Posted March 24, 2012 I just put Scramble into my CC2. I seem to be 3 months behind. Quote Link to comment Share on other sites More sharing options...
Armonigann Posted March 24, 2012 Share Posted March 24, 2012 Make more two button games I sell more controllers that way. Quote Link to comment Share on other sites More sharing options...
+Trebor Posted March 24, 2012 Share Posted March 24, 2012 (edited) Had a nice little triple session of gaming going on with Arcade, Vectrex and now this port. Here's my two cents: Original Arcade 4 buttons: left, right, forward, fire Respecting that, perhaps add the following 2 additional configurations in addition to the first already implemented one: Config #1: (Ideal for 2600 joysticks - current implementation) Rotate Left = Joystick Left Rotate Right = Joystick Right Forward = Joystick Up Fire = Left or Right button Config 2: (Default for 7800 joysticks/pads) Rotate Left = Joystick Left Rotate Right = Joystick Right Forward = Left button Fire = Right Button Config #3: (Alternate for 7800 joysticks/pads - Might best simulate a more button/switch like feel for the game - also makes for an interesting and more coordinating control affect in trying to move forward and fire at the same time) Rotate Left = Left button Rotate Right = Right button Forward = Joystick Up Fire = Joystick Down So maybe, if possible Bob, could you add three different control options above? Edited March 24, 2012 by Trebor Quote Link to comment Share on other sites More sharing options...
+Trebor Posted March 24, 2012 Share Posted March 24, 2012 (edited) Think I may have found a bug - this happened under MESS 0.145u1. I'll try my best to explain it. Basically, I cleared a round, pretty far along in the game, the tempo of the music was pretty fast. One container piece left. I can hear the enemies firing, but there are none on the screen. Additionally, I tend to hover over the containers in general. Especially, when there's one piece left, I plant myself right on top of it. Not sure if that, coupled with the last remaining piece being so far along the edge of the screen, caused the effect. As a side note, I continously hit the fire buttons while playing, even through and when a 'cleared round/show scoring' displays. In the screen captures below, they are in order. The next round starts, I am on top of the container piece firing, I can hear the enemy rapidly firing, but nothing else ever appears on the screen. I start moving around the screen, firing and not firing, yet nothing ever appears. I continue to do this, as well as stop at times for ~90 seconds. No change. I hear the fast tempo "music", I hear the enemy rapidly firing, but it is just me, the container piece, and my firing that shows. Edited March 24, 2012 by Trebor Quote Link to comment Share on other sites More sharing options...
+Trebor Posted March 24, 2012 Share Posted March 24, 2012 (edited) As a side note, I continously hit the fire buttons while playing, even through and when a 'cleared round/show scoring' displays. Last comment/post for a while on this, but just wanted to highlight that this is a "feature" you are able to perform in the arcade as well. I love Bob's attention to detail when it comes to his ports. This along with allowing you to have only four bullets on the screen at once (Again matching the Arcade) is that 'polish' that really makes his ports beyond great. Edited March 24, 2012 by Trebor Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted March 24, 2012 Share Posted March 24, 2012 The last binary posted is attempting to write values to the ROM. The "STA (ZP), Y" code sequence at 0xF891, 0xF893 and F895 attempt to write to ROM location 0xC005 during a DLI that occurs while polling for VBLANK. The instructions at 0xF8A8 and 0xF8AF write to ROM location 0xC007. There are several ROM writes in the code after that up to address 0xC040. Quote Link to comment Share on other sites More sharing options...
+swlovinist Posted March 24, 2012 Share Posted March 24, 2012 Please put me down for a cart! Looks awesome! Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted March 24, 2012 Author Share Posted March 24, 2012 The last binary posted is attempting to write values to the ROM. The "STA (ZP), Y" code sequence at 0xF891, 0xF893 and F895 attempt to write to ROM location 0xC005 during a DLI that occurs while polling for VBLANK. The instructions at 0xF8A8 and 0xF8AF write to ROM location 0xC007. There are several ROM writes in the code after that up to address 0xC040. I do this intentionally. There are areas outside of the main playfield where the enemies are allowed, and I don't want to waste DLL entries for this. So, I made 'dummy' DLLs that point to the start of the bin ($C000) for the areas outside of the screen. Being that we aren't using bank-switching, this shouldn't be an issue: ; DISPLAY LIST - $690 BYTES DLIST00 DS 70 DLIST01 DS 70 DLIST02 DS 70 DLIST03 DS 70 DLIST04 DS 70 DLIST05 DS 70 DLIST06 DS 70 DLIST07 DS 70 DLIST08 DS 70 DLIST09 DS 70 DLIST10 DS 70 DLIST11 DS 70 DLIST12 DS 70 DLIST13 DS 70 DLIST14 DS 70 DLIST15 DS 70 DLIST16 DS 70 DLIST17 DS 70 DLIST18 DS 70 DLIST19 DS 70 DLIST20 DS 70 DLIST21 DS 70 DLIST22 DS 70 DLIST23 DS 70 ; 431 BYTE(S) FREE DLIST24 EQU $C000 ;THIS IS A DUMMY DLIST (ROM) FOR 'OFF-THE-SCREEN' STUFF DLLO .byte <(DLIST00),<(DLIST01),<(DLIST02),<(DLIST03) .byte <(DLIST04),<(DLIST05),<(DLIST06),<(DLIST07) .byte <(DLIST08),<(DLIST09),<(DLIST10),<(DLIST11) .byte <(DLIST12),<(DLIST13),<(DLIST14),<(DLIST15) .byte <(DLIST16),<(DLIST17),<(DLIST18),<(DLIST19) .byte <(DLIST20),<(DLIST21),<(DLIST22),<(DLIST23) .byte <(DLIST24),<(DLIST24),<(DLIST24),<(DLIST24) .byte <(DLIST24),<(DLIST24),<(DLIST24),<(DLIST24) ; NEEDED TO PLACE THE SHIP 'OFF-THE-SCREEN' VERTICALLY DLHI .byte >(DLIST00),>(DLIST01),>(DLIST02),>(DLIST03) .byte >(DLIST04),>(DLIST05),>(DLIST06),>(DLIST07) .byte >(DLIST08),>(DLIST09),>(DLIST10),>(DLIST11) .byte >(DLIST12),>(DLIST13),>(DLIST14),>(DLIST15) .byte >(DLIST16),>(DLIST17),>(DLIST18),>(DLIST19) .byte >(DLIST20),>(DLIST21),>(DLIST22),>(DLIST23) .byte >(DLIST24),>(DLIST24),>(DLIST24),>(DLIST24) .byte >(DLIST24),>(DLIST24),>(DLIST24),>(DLIST24) ; NEEDED TO PLACE THE SHIP 'OFF-THE-SCREEN' VERTICALLY Trebor: As far as the 'off the screen' enemies never appearing on screen, that had happened to me, and I believe I fixed it. Also, I compromised with your 'control' suggestion in an above post. I made 'Config 1' and 'Config 2', but not 'Config 3'. I don't think that is a likely scenario. The game now auto-detects if a 2600 or a 7800 joystick is plugged in, just like Scramble. Button 2 on the 7800 joystick is thrust. Thanks! Bob EDIT - oops - forgot binaries RipOff.A78 RipOff.bin RipOffP.A78 RipOffP.bin Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted March 24, 2012 Share Posted March 24, 2012 I do this intentionally. There are areas outside of the main playfield where the enemies are allowed, and I don't want to waste DLL entries for this. So, I made 'dummy' DLLs that point to the start of the bin ($C000) for the areas outside of the screen. Being that we aren't using bank-switching, this shouldn't be an issue: If your cart electronics use R/W# in its address decoding scheme then I agree its not an issue. If it doesn't then you'll end up with contention on the data bus because you'll be writing data at the same time as the ROM is driving the bus. Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted March 24, 2012 Author Share Posted March 24, 2012 I use the original CO24926 boards for 16K games (like the ones found in Ms. Pac-Man, Xevious, etc.) It allows for me not to need a Hex Inverter. I just tie pin 22 to ground and the 27128 eproms work. Quote Link to comment Share on other sites More sharing options...
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