GadgetUK Posted January 9, 2013 Author Share Posted January 9, 2013 Thanks for the info! I think I should be OK now since ive got segments working thanks to Karri. Not sure about music yet - whether to have in game music or just title etc. Quote Link to comment Share on other sites More sharing options...
TailChao Posted January 9, 2013 Share Posted January 9, 2013 If it is helpful, here is the layout I have been using: $0000-$00FF: Zero Page $0100-$01FF: Stack $0200-$22FF: Shared Character Graphics $2300-$2FFF: Object RAM (state, not code) $3000-$73FF: Stage Data $7400-$987F: Engine/Calls, Standard Objects $9880-$9FFF: Text Rendering Space $A000-$A6AF: HandyMusic $A6B0-$AFFF: Sound Effect Block $B000-$BFFF: Music Data $C000-$DFDF: Screen Buffer A $DFE0-$DFFF: High Score, Time Bonus, Passing Data $E000-$FFDF: Screen Buffer B $FFE0-$FFFF: Free/IRQ Vectors If you subpartition whichever region of memory you use for active stage data into streamable/fixed, you could pull data from the cart as the player progresses through a single stage. For you game's case, this could be pulling in code and data for new enemy types after a certain number of waves, etc. You're very lucky that your stages are a linear setup. Quickly looking at your game in the debugger, it seems you're using the hardware collision features. Honestly, you should ditch them and go all software bounding box / polar. It will take less space and run faster. The hardware setup is really not worth its transistors. This will get you at least an extra 6-7KB. Quote Link to comment Share on other sites More sharing options...
GadgetUK Posted January 9, 2013 Author Share Posted January 9, 2013 Lol, funny you should say that, I ditched collision detection last night for the reasons youve stated. The other problem for me is that it appears to be 4bit which is fine if youve only got 16 sprites, but ive got 8 or so (variable) enemies at once, with several enemy bullets, the player, and several destructive objects per scene so its pointless having collision detection in for just the enemies (which was the last release I did). Thanks for the good advice though! Quote Link to comment Share on other sites More sharing options...
Der Luchs Posted March 1, 2013 Share Posted March 1, 2013 (edited) Great Game Yeah, Kill, Kill, Kill http://www.atari-lynx.de/mp3s/Der_Luchs_-_SFX_-_Shooting.mp3 Edited March 1, 2013 by Der Luchs 1 Quote Link to comment Share on other sites More sharing options...
Cammy Posted March 2, 2013 Share Posted March 2, 2013 I have been thinking about making a cross-hair shooting game for years, although for the Amiga rather than the Lynx. But I always considered how to adapt the phaser or mouse controls to a D-pad, for a CD32 or CDTV version. I had the idea that one of the buttons should act as either an accelerate or decelerate button, depending on the option you choose. I imagine B being Fire/Shoot, and A being the "Speed" button. You would need an option in the menu to switch between methods, or turn it off completely. One option would make the cross-hair move fast all the time, but holding the A button would slow it down for more accuracy. The other option would do the opposite, always moving slower until the A button is held down, speeding up the cross-hair. Another option you could add is drift, where the cross-hair would continue to drift in the direction it was pushed even after letting go of the D-pad. It could have some deceleration time before it stops perhaps, but it would help make the movement feel more fluid. Another option to try is something I've seen in other cross-hair games, the shakes! Make the cross-hair shake around a bit on the spot to represent the fact that hardly anyone can hold something completely still. I'm not sure if the Opt1 button is used, but I think it should be the one for throwing a grenade or something. I'm sorry but Handy doesn't run so well on my computer and I haven't had a chance to play Lynx Ops yet, but I dream about game ideas all day long. Quote Link to comment Share on other sites More sharing options...
Ninjabba Posted March 2, 2013 Share Posted March 2, 2013 Why don't you try to run it with Mednafen? Its a neat prototype already! Quote Link to comment Share on other sites More sharing options...
+karri Posted March 2, 2013 Share Posted March 2, 2013 Many modern games pick the target automatically. You just choose the direction of where to focus next. This approach is playable on a joypad with switches like the Lynx. The visuals could use a PID controller for smooth acceleration/deceleration of the crosshair. In Stardreamer I was planning to have a separate shooting mode where the vessel moves straight all the time and the turret is controlled by the joypad. Here I was planning to use this auto-target function. Quote Link to comment Share on other sites More sharing options...
GadgetUK Posted March 3, 2013 Author Share Posted March 3, 2013 Great Game Yeah, Kill, Kill, Kill http://www.atari-lynx.de/mp3s/Der_Luchs_-_SFX_-_Shooting.mp3 Thanks! Not had much time to develop since XMAS - got the ST and Amiga bug lol. Just finishing overhalling a 500 and a 1200 and should have more time to finish Lynx Ops off. 1 Quote Link to comment Share on other sites More sharing options...
Der Luchs Posted March 3, 2013 Share Posted March 3, 2013 Quote Link to comment Share on other sites More sharing options...
Der Luchs Posted March 28, 2013 Share Posted March 28, 2013 any news? Quote Link to comment Share on other sites More sharing options...
GadgetUK Posted March 28, 2013 Author Share Posted March 28, 2013 I will try and get some more done this bank holiday, ive got 4 days off work now! Not done much more since January as I've been restoring some STs and Amigas, but i've pretty much finished doing that tomorrow. 1 Quote Link to comment Share on other sites More sharing options...
Der Luchs Posted March 29, 2013 Share Posted March 29, 2013 Quote Link to comment Share on other sites More sharing options...
AtariLynx Lover Posted August 8, 2013 Share Posted August 8, 2013 Any news? Quote Link to comment Share on other sites More sharing options...
GadgetUK Posted August 9, 2013 Author Share Posted August 9, 2013 Sorry, I've just not had time and motivation! I will get back to this but may re-write the main part of the engine as its messy, and I learnt so much from doing Alien, it really needs some big changes regards memory and sound. Quote Link to comment Share on other sites More sharing options...
Der Luchs Posted August 9, 2013 Share Posted August 9, 2013 And Music :-P Quote Link to comment Share on other sites More sharing options...
Guitari Posted August 10, 2013 Share Posted August 10, 2013 Gadget, just hypothetically, is there a version of Space Harrier that you could port to lynx? That would be uber cool. I'd be glued to lynx for days! Quote Link to comment Share on other sites More sharing options...
sd32 Posted August 11, 2013 Share Posted August 11, 2013 Gadget, just hypothetically, is there a version of Space Harrier that you could port to lynx? That would be uber cool. I'd be glued to lynx for days! Space Harrier and Outrun on the Lynx = Dream come true. Quote Link to comment Share on other sites More sharing options...
Guitari Posted August 12, 2013 Share Posted August 12, 2013 I looked up Space Harrier on wiki as I knew there were some real early releases. Here's where Amiga Amstrad CPC Atari ST (promising?) Commodore 64 Nintendo Famicom ZX Spectrum If any of these could make it over to Lynx I'd be well pleased, especially Spectrum. Quote Link to comment Share on other sites More sharing options...
Stun Runner 87 Posted May 24, 2017 Share Posted May 24, 2017 Was Lynx Ops ever completed or releases on cart? Quote Link to comment Share on other sites More sharing options...
Der Luchs Posted May 24, 2017 Share Posted May 24, 2017 I don't so Quote Link to comment Share on other sites More sharing options...
GadgetUK Posted May 24, 2017 Author Share Posted May 24, 2017 No, but I've not completely given up on it. At some point I might revisit it, replace the graphics and sound and finish it off. At the moment I am on with Jack Attack - spent a couple of hours on it last weekend and its nearer to completion. 1 Quote Link to comment Share on other sites More sharing options...
Stun Runner 87 Posted May 24, 2017 Share Posted May 24, 2017 No, but I've not completely given up on it. At some point I might revisit it, replace the graphics and sound and finish it off. At the moment I am on with Jack Attack - spent a couple of hours on it last weekend and its nearer to completion. From what I've seen reading this thread, looks very interesting. Love the graphics in Lynx Ops. Kind of reminds me of Alien Brigade for the 7800. I also checked out your Jack Attack thread. http://atariage.com/forums/topic/212759-jackattack-inbound/ Also looks good. Whenever these are completed, I'll definately be interested in carts of both. ??? Quote Link to comment Share on other sites More sharing options...
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