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Shadow of the Colossus VCS


ultima

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  • 3 weeks later...
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Working for the last week or so on a inventory controller. Also tried coding a Super Chip version but the playfield was taking too much time to draw so it got scrapped for now. The inventory works and is in a test program which you can check out here. The bow is not quite ready yet, sword and agro work but no animation has been added yet

 

To change inventory object hold fire button for a few seconds and a missile will (magically) appear above the score press left or right to select object then press fire again to activate that item.

 

post-36052-0-11686300-1447027793_thumb.pnginventory test.bin

 

I'm not sure if it was the best way to code it but it works and the source might help someone making an RPG or Adventure game.

 

 

***Here's an edited version with RT's suggestion

inventory revised.bininventory test revised.bas

Edited by ultima
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Working for the last week or so on a inventory controller. Also tried coding a Super Chip version but the playfield was taking too much time to draw so it got scrapped for now.

I glanced at your code and it looks like you might be constantly redoing the playfield data for the whole playfield instead of doing it just one time. Once the playfield is on the screen, you don't have to put playfield data on the screen again until you need to change it.

 

So instead of something like this:


__Main_Loop

   gosub __PF01

   drawscreen

   goto __Main_Loop


__PF01

   playfield:
   .X.XXXXXXXXXXXXXXXXXXXXXXXXX.X..
   .X.X.XXXXXX.XXXXXXX.XXXXXX.X.X..
   .X.X.XX.XX...XXXXX...XX.XX.X.X..
   .X.X.X...X...XXXXX...X...X.X.X..
   .X.X.X...X...XXXXX...X...X.X.X..
   .X.X.X...X...X...X...X...X.X.X..
   .X.X.X...X...XXXXX...X...X.X.X..
   ..XXX.XXXXXXXXXXXXXXXXXXX.XXX...
   XXXX.XXXXXXXXXXXXXXXXXXXXX.XXXX.
   ................................
   ................................
end

   return


 

You'd do something like this instead:


   gosub __PF01


__Main_Loop

   drawscreen

   goto __Main_Loop


__PF01

   playfield:
   .X.XXXXXXXXXXXXXXXXXXXXXXXXX.X..
   .X.X.XXXXXX.XXXXXXX.XXXXXX.X.X..
   .X.X.XX.XX...XXXXX...XX.XX.X.X..
   .X.X.X...X...XXXXX...X...X.X.X..
   .X.X.X...X...XXXXX...X...X.X.X..
   .X.X.X...X...X...X...X...X.X.X..
   .X.X.X...X...XXXXX...X...X.X.X..
   ..XXX.XXXXXXXXXXXXXXXXXXX.XXX...
   XXXX.XXXXXXXXXXXXXXXXXXXXX.XXXX.
   ................................
   ................................
end

   return
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Here is my latest copy while I get cracking on this colossus. As a work in progress (insert large yawn here) it lacks music (though some is written already) and sound fx. no winning condition yet, cant die, collision bugs(dang I forgot to buy Raid) and nothing is polished.

 

 

hold fire button down for 4 seconds to activate inventory

reset switch restarts game (not during intro movies)

post-36052-0-75293900-1454800186_thumb.pngpost-36052-0-56656000-1454800210_thumb.pngpost-36052-0-84544800-1454800233_thumb.pngpost-36052-0-57262300-1454800260_thumb.pngpost-36052-0-02647200-1454800282_thumb.pngpost-36052-0-31017900-1454800305_thumb.png

 

SOTC alpha build XII.bin

 

Hope to have the first colossus battle done this weekend (we shall see)

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  • 5 months later...

Late post but did manage to kill the 16th colossus Malus. Unfortunately till my bB gets up and running again I can't update the collision detection so it's still the "rub the wall and get sucked in" style. Also the score graphics are from sword of iffrit.

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