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Ready for a homebrew Game Gear game?


atari2600land

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I'm back working on this. I don't know what to make level 5 though. Does anyone have any ideas? Anyway, I have a new type of enemy. This one will fly and swoop down to you. Your goal is to jump over it as it's flying low. Can you escape...the flying head of lettuce?

post-9475-0-49163100-1445298243.gif

 

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Level 5 partly added in. I think I may have to either change the # of levels in the game or make it 64k. I only have 26% free after this update and I haven't even put in any music for it.

Anyway, Level 5 is Awesome Avenue. Mr. Ultra is walking down Awesome Avenue. To the left is a grocery store and to the right is a fast food place called "Burger Blast", even though the letters Burger Bla are visible. (s & t are off-screen.) The lettuce sprite I designed is in there and it swoops down just like I wanted it to. The current build starts out at level 5, so the lives numbers are not visible yet.

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Instead of the 8 levels I wanted to do, I have to have only 6 or 7. Which is good I guess since it's hard to come up with new level themes. If I wanted more space, I'd have to rewrite the entire code, which I don't want to do. I guess I should just stick to 32k since it's my first Game Gear homebrew anyway.

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Right now level 7 (which I hope to be the seventh level) is completed. If you beat level 7 in the current build, it will go back to level 5, only the flying lettuces will not swoop down because the game's code makes it think it's level 8 and not level 5. I hope to be able to put in an ending screen once you beat the game, but I'm not so sure. I have 16% free space left. I think Saturn is a good place for Mr. Ultra to go in level 6. I'll call the level Super Saturn, and the background will be almost all black, with a few stars thrown in, something simple to not eat too much space.

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  • 5 months later...

I could write something simple with a few maps(with comments) so you can study it,I'll make sure it's a very simple platform game,and if you get lost you can ask me to explain.

 

 

So here is a piece of code

 

ld hl,(_Xscroll)
ld de,(_XScrollSpeed)
add hl,de
ld (_XScroll),hl
ld a,h
and %00000111
ret nz
call Do_UpdateColumnBufferPointer
ld hl,_MapxL
inc (hl)
ld a,32
sub (hl)
jr nz,++
ld (hl),a
ld hl,_MapxH
inc (hl)
ld a,(_MapLength)
sub (hl)
jr nz,+
ld hl_GameState
set 1,(hl)
ret
+:
ld hl,_UpdateBufferFlag
set 1,(hl)
ret
++:
ld hl,_UpdateBufferFlag
set 0,(hl)
ret

Do_UpdateColumnBufferPointer:
ld a,(_MapxL)
add a,a
ld e,a
ld d,0
lh hl,StageDataBuffer
add hl,de
ld (_ColumnDataBufferPointer),hl
ret

 

Do_UpdateScreen:
ld a,(XScroll)
out (VDPRead),a
ld a,$88
out (VDPRead),a
ld hl,_UpdateBufferFlag
bit 0,(hl)
jr z,+
res 0,(hl)
ld hl,_ColumnBufferPointer
ld de,_ScreenColumnPointer

DrawScreenColumn:
ld b,22
-:
call Do_DeToVDPRead
ld a,(hl)
out (VDPWrite),a
inc hl
ld a,(hl)
out (VDPWrite),a
inc hl
push hl
ex de,hl
ld de,64
add hl,de
ex de,hl
pop hl
push bc
ld bc,64
add hl,bc
pop bc
djnz,-
+:
bit 1,(hl)
ret z
res 1,(hl)
jp Do_UpdateBuffer

Do_UpdateColumnBufferPointer:
ld a,(_MapxL)
add a,a
ld e,a
ld d,0
lh hl,_StageDataBuffer
add hl,de
ld (_ColumnDataBufferPointer),hl
ret

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One of the enemies I wanted to add in the original Mr. Ultra game but couldn't because I didn't have a good understanding of how the color works, was a carrot. Now you can walk to the right (you can't jump or shoot yet, so nothing harms you), and once you get past the hole, you'll find the carrot. There's carrots in the computer.

 

post-9475-0-50162900-1460867103_thumb.png

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