+atari2600land Posted October 19, 2015 Author Share Posted October 19, 2015 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? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 20, 2015 Author Share Posted October 20, 2015 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. Quote Link to comment Share on other sites More sharing options...
Jinroh Posted October 20, 2015 Share Posted October 20, 2015 (edited) Oh sweet! I'll have to give the newest version a try. :3 I think it's funny we're both have been making games with food based enemies. Edited October 20, 2015 by Jinroh Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 20, 2015 Author Share Posted October 20, 2015 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. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 27, 2015 Author Share Posted October 27, 2015 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. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 28, 2015 Author Share Posted October 28, 2015 The game will have 7 levels. I am working on level 6. The layout right now of level 6 is the same as a different level but that will change. I hope to have enough space left to add an ending screen, and maybe an ending tune. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 3, 2015 Author Share Posted November 3, 2015 There. It's done. I even added an ending (admittedly not a very good one, but at least there IS one.) I tested it on a real Game Gear via Everdrive and everything looks OK. Let me know your thoughts on the game. You can download it in the link in my signature. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 12, 2016 Author Share Posted April 12, 2016 Mr. Ultra returns Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 12, 2016 Author Share Posted April 12, 2016 Changed the look of the title screen and added music. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 13, 2016 Author Share Posted April 13, 2016 Made the sprites smaller. Added Mr. Ultra walking by if you press Start. That's the intro. It loops right now, but won't soon. Quote Link to comment Share on other sites More sharing options...
OmegaPrime Posted April 14, 2016 Share Posted April 14, 2016 Are you going to add proper scrolling or is it sprites as the first game? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 14, 2016 Author Share Posted April 14, 2016 It will be like the first game only Mr. Ultra will now have the ability to shoot his enemies. There will also be new places and other new stuff as well. Quote Link to comment Share on other sites More sharing options...
OmegaPrime Posted April 14, 2016 Share Posted April 14, 2016 Did you want to learn how to program scrolling games?compress the data,build a buffer and scroll the columns onto the screen? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 14, 2016 Author Share Posted April 14, 2016 I don't know. How difficult is it (Keeping in mind that I've been struggling to get just this part done.)? Quote Link to comment Share on other sites More sharing options...
OmegaPrime Posted April 14, 2016 Share Posted April 14, 2016 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 Quote Link to comment Share on other sites More sharing options...
OmegaPrime Posted April 14, 2016 Share Posted April 14, 2016 I'll write something simple and send you the source code,that way you can study at you're own pace,eventually Chris you're going to want to start programming more sophisticated games,and I'd like to see Mr.Ultra 3 with proper scolling Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 17, 2016 Author Share Posted April 17, 2016 I worked for 4 hours on this, everything kept going wrong. But then it finally stopped being a jerk and cooperated with me. Level 1 takes place inside a giant computer. I want to call it "Crappy Computer Country" because my new computer is a piece of crap. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 17, 2016 Author Share Posted April 17, 2016 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. Quote Link to comment Share on other sites More sharing options...
OmegaPrime Posted April 17, 2016 Share Posted April 17, 2016 (edited) Can the carrot not be colored orange?,You can take a look at the palette here.How are you handling the jump physics? http://www.smspower.org/maxim/HowToProgram/Palette Edited April 17, 2016 by OmegaPrime Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 17, 2016 Author Share Posted April 17, 2016 I thought I did color him orange. I'll take a look again. I haven't included jumping yet. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 17, 2016 Author Share Posted April 17, 2016 OK, I fixed it. Turns out I was using the wrong palette. Quote Link to comment Share on other sites More sharing options...
OmegaPrime Posted April 17, 2016 Share Posted April 17, 2016 (edited) That resembles a carrot now Edited April 17, 2016 by OmegaPrime Quote Link to comment Share on other sites More sharing options...
OmegaPrime Posted April 20, 2016 Share Posted April 20, 2016 Any update chris? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 22, 2016 Author Share Posted April 22, 2016 I've been busy on other projects the past few days, so I haven't been working on it. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 29, 2016 Author Share Posted April 29, 2016 Worked a little bit more on this. Added jumping and collision detection. I can't test it on real hardware because I don't know where the micro SD card adapter went. Link is in my signature. Quote Link to comment Share on other sites More sharing options...
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