+atari2600land Posted August 30, 2014 Author Share Posted August 30, 2014 I doubled the length of the song and added a new death sound/code. castle19.bas.bin castle19.bas Quote Link to comment Share on other sites More sharing options...
bogax Posted August 30, 2014 Share Posted August 30, 2014 Is there an easy way to make playfields the way you did in your code (0 and 1 instead of X and .) and make it look and be right? I addressed that up above make a program that is just the playfield (or it could be more than one playfield) compile it find the associated bB.asm file and open it in a text editor copy the table of playfield data and paste it in to a new text file (that should get rid of most of the cruft) use search and replace to get rid of the rest of the cruft (should be just .byte declarations) now copy what's left once you've got it how you want/need it and paste it into the end of the playfield(s) data statement. not complicated, basically just compile cut and paste search and replace cut and paste I think RT had a tool that would do what you want but I'm not sure. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted August 30, 2014 Author Share Posted August 30, 2014 OK. That saved me about 300 bytes. Thanks for helping me work on this. I doubt I can fit 63 levels in here anyway, but I'll do as many as I can. Quote Link to comment Share on other sites More sharing options...
bogax Posted August 31, 2014 Share Posted August 31, 2014 Here I've added a converter. It workes for me in Chrome and Opera but didn't work in Firefox or IE (perhaps it would with newer versions than I have). Might be easier if you have a bunch to convert. playfield to binary converter Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted August 31, 2014 Author Share Posted August 31, 2014 Added room #22. castle21.bas.bin Quote Link to comment Share on other sites More sharing options...
godzillajoe Posted August 31, 2014 Share Posted August 31, 2014 How about some sprite animation? Quote Link to comment Share on other sites More sharing options...
bogax Posted September 1, 2014 Share Posted September 1, 2014 (edited) Is there some reason for the first playfield in bank 2 to have 12 lines instead of 11 like the rest? edit: looks like you got rid of the extra line in castle21.bas.bin nevermind The very first playfield statement, in bank 1, has 33 pixels per line. in castle19.bas and earlier Edited September 1, 2014 by bogax Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 2, 2014 Author Share Posted September 2, 2014 How about some sprite animation? I tried, but it looked as though Bob was standing in the middle of air when in fact he was standing on the edge of a ledge. Quote Link to comment Share on other sites More sharing options...
bogax Posted September 2, 2014 Share Posted September 2, 2014 (edited) It occured to me that by slightly rearranging the code (and at the cost of 5 bytes and 4 cycles) you could let level go up to 85 rem temp2.temp1 = level * 44 + PF_dat asm lda #$00 sta temp2 lda level asl adc level asl rol temp2 asl rol temp2 sec sbc level bcs *+4 dec temp2 asl rol temp2 asl rol temp2 adc #<PF_dat sta temp1 lda temp2 adc #>PF_dat sta temp2 end And just for the hell of it here it is in bB with a small bit of asm (takes about twice as much space and time) dim lvl_hi = temp4 dim lvl_lo = level dim lvl = temp4.level dim ptr_hi = temp2 dim ptr_lo = temp1 dim ptr = temp2.temp1 dim tmp_hi = temp4 dim tmp_lo = temp3 dim tmp = temp4.temp3 const baselo = <PF_dat const basehi = >PF_dat macro ptr_x_2 asm asl temp1 rol temp2 end end rem lvl is the 16 bit version of level, uses temp4 for the hi byte rem tmp uses temp4 as the hi byte, same as lvl, and temp3 as the lo byte rem tmp is a 16 bit temp variable, we can assign PF_data to tmp to use in the math rem ptr uses temp2 for the hi byte and temp1 for the lo byte rem ptr is the 16 bit pointer in to the playfield data statement tmp_hi = 0 : ptr_hi = 0 rem ptr = level * 3 (level * 2 + level = level * 3) ptr_lo = level * 2 + level rem ptr = level * 12 (ptr = level * 3 * 4) callmacro ptr_x_2 callmacro ptr_x_2 rem ptr = level * 11 (ptr = level * 12 - level) ptr = ptr - lvl rem ptr = level * 44 (ptr = level * 11 * 4 callmacro ptr_x_2 callmacro ptr_x_2 rem ptr = level * 44 + PF_dat tmp_lo = baselo : tmp_hi = basehi ptr = ptr + tmp edit: I added a little bit more asm and stream lined the code a little. Saves a few bytes, cycles, makes it easier to use. dim lvl_hi = temp4 dim lvl_lo = level dim lvl = temp4.level dim ptr_hi = temp2 dim ptr_lo = temp1 dim ptr = temp2.temp1 rem takes 1 parameter an 8.8 variable rem shifts the 16 bit variable to the left (multiplies by 2) macro x_2 asm asl {1}-1 rol {1} end end rem takes 2 paramters an 8.8 variable and a constant rem adds the constant to the 16 bit variable rem if the constant is defined using the const declaration rem bB adds a # to it when it's passed as a paramter rem DASM doesn't seem to mind rem passing the data statement name works correctly macro add_con asm clc lda {1}-1 adc #<{2} sta {1}-1 lda {1} adc #>{2} sta {1} end end rem lvl is the 16 bit version of level, uses temp4 for the hi byte rem ptr is the 16 bit pointer in to the playfield data statement rem ptr uses temp2 for the hi byte and temp1 for the lo byte ptr_hi = 0 : lvl_hi = 0 rem ptr = level * 3 (level * 2 + level = level * 3) ptr_lo = level * 2 + level rem ptr = level * 12 (ptr = level * 3 * 4) callmacro x_2 ptr callmacro x_2 ptr rem ptr = level * 11 (ptr = level * 12 - level) ptr = ptr - lvl rem ptr = level * 44 (ptr = level * 11 * 4 callmacro x_2 ptr callmacro x_2 ptr rem ptr = level * 44 + PF_dat callmacro add_con ptr PF_dat Edited September 3, 2014 by bogax Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 25, 2015 Author Share Posted March 25, 2015 Added level 23. To start at room #1, press up+fire. Pressing fire without up warps you to room 23. The up+fire thing is just for convenience so I don't have to play through all the levels to test a new level at the end. I can't do Bob animation due to my code. Does anyone have any other feedback? castle23.bas.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 25, 2015 Author Share Posted March 25, 2015 I added a new room. I also played it on real hardware. I discovered my controller isn't very good. And my hands hurt after 30 minutes or so of playing it. I discovered a shortcut on room 21. I think I'll keep it the way it is, and if you discover it too that's OK. castle24.bas.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 26, 2015 Author Share Posted March 26, 2015 Added two new rooms since last time. I need to know if room #25 is too hard. If it is, I'll change it, but I'm letting you know it is possible to beat. You just have to experiment with timing a little bit... castle26.bas.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 2, 2015 Author Share Posted April 2, 2015 Room #27 added. It is hard, but not impossible. I need feedback on how hard the game is, folks! castle27.bas.bin Quote Link to comment Share on other sites More sharing options...
Papa Posted April 27, 2015 Share Posted April 27, 2015 Okay..I keep getting hit by the smelly-meatus-eye-nazi-bird badguys. I can't get to the door and I want to. I will try the other levels, as I started on #27. I couldn't stop laughing at how quick I was dying and If there was a counter for how many times I died it would probably be around one hundred and twenty. I'll try it on the cabinet and see what happens, maybe post a video or something. I would maybe cut back on the badguys, or make them have a slower/different pattern. It's HARD! Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 5, 2018 Author Share Posted April 5, 2018 I came back to this game. Since I didn't have a .bas file for room #27, I redesigned it. castle27.bin castle27.bas Quote Link to comment Share on other sites More sharing options...
zilog_z80a Posted April 5, 2018 Share Posted April 5, 2018 nice, very challenging!! Quote Link to comment Share on other sites More sharing options...
NML32 Posted April 5, 2018 Share Posted April 5, 2018 Nice game and I agree it's challenging. 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 6, 2018 Author Share Posted April 6, 2018 Press up+fire at the title screen to begin at level 1. I put in some animation for the bat and Bob. castle29.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 6, 2018 Author Share Posted April 6, 2018 Changed a lot of stuff:+ Changed title screen & added music on it + changed Bob's sprites + Bob now faces left and right. castle29b.bas.bin 1 Quote Link to comment Share on other sites More sharing options...
vidak Posted April 7, 2018 Share Posted April 7, 2018 I'll see if I have some time to make a bat sprite. Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted April 7, 2018 Share Posted April 7, 2018 Very cool so far. I made it to 23 and couldn't get over the gap. At level 21 when the enemy changes, you should make them be a different color. I see that you have place holder graphics in for a new enemy type so that may be your plan already. The extra pixel for the Bob sprite makes the jumps get snagged easier. Castle of Doom Bin with changes: Castle of Doom b.bin - removed extra pixel on Bob's front arm. - made a bat sprite. - changed room to cell Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted April 8, 2018 Share Posted April 8, 2018 Nice lightning effect, I like these kind of games Would either atari2600land or neotokeo2001 like to upload the scoregraphics so I can see how to add letters? Quote Link to comment Share on other sites More sharing options...
+Karl G Posted April 8, 2018 Share Posted April 8, 2018 It's cute and fun - although I'm not any good at it. I made it past level 1, though! Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 14, 2018 Author Share Posted April 14, 2018 Added room #30. Fixed a collision bug where Bob gets partially dead when he touches only the extreme right part of a bat. I also changed the font. Here is the font I use now, along with the newest binary file. score_graphicsathrufcastleofdoom.asm castle31.bas.bin 1 Quote Link to comment Share on other sites More sharing options...
KevinMos3 Posted April 16, 2018 Share Posted April 16, 2018 I like it. Challenging, but not frustrating... as long as the unlimited tries remain. Spent a few minutes to get to room 14, but had to put it down and get some things done. I imagine it will be even better when playing with a joystick instead of a keyboard. Quote Link to comment Share on other sites More sharing options...
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