Jinroh Posted June 20, 2016 Author Share Posted June 20, 2016 Thanks for the advice on that too John, I'll keep that in mind as well. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted June 20, 2016 Share Posted June 20, 2016 I'd highly suggest testing these edge cases as well, as they can cause the screen to roll between scenes. /signed If you think about this too late, you may get in trouble. E.g. when the timer (TIM64T) values for the scenarios differ, then you can hardly avoid scanline count changes when switching between scenarios. Also exiting one scenario and entering another one should always happen in the same timer block ("vertical blank" or "overscan"). Also, please make sure the scan line count is even, else PAL will display no colors (not even the wrong ones ), just grays. There is a setting in the Stella menu (Tab/Video Settings/General/PAL color loss) which emulates this. 1 Quote Link to comment Share on other sites More sharing options...
TheHoboInYourRoom Posted June 20, 2016 Share Posted June 20, 2016 Interestingly, the game actually doesn't crash on my VCS, so I shot a short video showing how bad the jitter gets. The zip archive also has a second video showing the slight jump when the fireball sound is played. carrot-kingdom-jitter.zip Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted June 20, 2016 Share Posted June 20, 2016 Interestingly, the game actually doesn't crash on my VCS, so I shot a short video showing how bad the jitter gets. The zip archive also has a second video showing the slight jump when the fireball sound is played. carrot-kingdom-jitter.zip Looks the same as my jitter/roll emulation in the later versions of Stella. There are slight differences between Atari systems than can cause bugs in code to trigger problems on some systems but not others. Despite all the testing, a bug in Medieval Mayhem first showed up about a year after it was released when David Mrozek (aka Video Game Critic) was working on his review. Quote Link to comment Share on other sites More sharing options...
Jinroh Posted June 21, 2016 Author Share Posted June 21, 2016 Thanks so much guys! I appreciate all the feedback and info! You're all so helpful! Quote Link to comment Share on other sites More sharing options...
Papa Posted July 15, 2016 Share Posted July 15, 2016 I love the animation and am fishing (he,he) through all the recent changes. I hope the timing is no big deal and we get a big finished version one day soon. This is one of my favorite homebrew projects. KYEWT!!!! SRSLY!!!!! 1 Quote Link to comment Share on other sites More sharing options...
Jinroh Posted July 16, 2016 Author Share Posted July 16, 2016 (edited) Thanks so much for the support! Thanks as well for the kind words Papa, I am glad you like Jinny and her escapades! I do too! New update coming shortly, sorry for the delay! UPDATE: Here we go, attached is the demo that fixes the jittering while scrolling according to Spiceware's great jittery emulation in Stella. The transitional screens have a bit of jitter, but they're on the plate for later. Edited July 28, 2016 by Jinroh 3 Quote Link to comment Share on other sites More sharing options...
Papa Posted July 25, 2016 Share Posted July 25, 2016 Rollin' Rollin' Rollin... Man, my screen is rollin'. It rolls while I'm controllin'. CAT HIIIIIIIDE!!! Quote Link to comment Share on other sites More sharing options...
Jinroh Posted July 26, 2016 Author Share Posted July 26, 2016 Rollin' Rollin' Rollin... Man, my screen is rollin'. It rolls while I'm controllin'. CAT HIIIIIIIDE!!! Huh? Is the latest build rolling on your hardware? Quote Link to comment Share on other sites More sharing options...
Buttons Posted July 26, 2016 Share Posted July 26, 2016 We tested (Papa & I) it with a Harmony cart on a CRT TV in a modded Vader system, yup. Quote Link to comment Share on other sites More sharing options...
Jinroh Posted July 26, 2016 Author Share Posted July 26, 2016 Ah interesting, any video you can show off? What kinda mod does it have? Just curious to get some more info. Anyone else having problems on any specific hardware? I don't have a Vader, but the the six switch and 4-switch we tested worked ok, along with Spiceware's roll/jitter emulation in Stella. Have more time to work on the core game, so I've been getting level 2 further along. Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted July 26, 2016 Share Posted July 26, 2016 The game screen's outputting 287 scanlines, which is way too many for NTSC. Some displays can handle it, like my C= 1084S, but most found in the US cannot. You need to get that down to 262. That crash on real hardware that I experienced before no longer occurs 1 Quote Link to comment Share on other sites More sharing options...
Jinroh Posted July 26, 2016 Author Share Posted July 26, 2016 The game screen's outputting 287 scanlines, which is way too many for NTSC. Some displays can handle it, like my C= 1084S, but most found in the US cannot. You need to get that down to 262. Screen Shot 2016-07-26 at 5.21.36 PM.png That crash on real hardware that I experienced before no longer occurs Ah radical, thanks Spiceware, I had it in my mind that it was 292 so I must be dyslexic or something, but that is helpful. I will address that. Makes sense then must just be the TVs we were testing on that didn't have any trouble. Quote Link to comment Share on other sites More sharing options...
+Propane13 Posted July 27, 2016 Share Posted July 27, 2016 I would suggest that if you can't get to exactly 262 (but can get close), then I would recommend using even scanline count over odd. I think that makes a difference in rolling as well. But, of course the main goal is to get down to 262. 1 Quote Link to comment Share on other sites More sharing options...
Jinroh Posted July 27, 2016 Author Share Posted July 27, 2016 (edited) Thanks, yeah last night i settled on 260 for all the screens. Edited July 27, 2016 by Jinroh Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted July 27, 2016 Share Posted July 27, 2016 262 is the official NTSC standard which produces exactly 60Hz. At least +/-10 scanlines are 100% safe, so you can tailor the screen size, CPU time available and refresh rate a bit to your needs. Even scanlines are not a must for NTSC but for PAL. So if you plan a PAL60 version, you should consider this. Often forgotten are also the scenario transitions (e.g. from title to game and back). Keeping the scanline count constant then, requires some extra planning and careful programming. 2 Quote Link to comment Share on other sites More sharing options...
Jinroh Posted July 27, 2016 Author Share Posted July 27, 2016 Thanks Thomas very useful! I should have an updated demo out here shortly, I have the scanlines all uniform on the screens at 260 now, but need to tweak status UI now that I have less screen real estate. ;3 Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted July 27, 2016 Share Posted July 27, 2016 Go for 262 and give the status line those extra 2 lines. 1 Quote Link to comment Share on other sites More sharing options...
Jinroh Posted July 27, 2016 Author Share Posted July 27, 2016 Go for 262 and give the status line those extra 2 lines. Great idea. I cut a few lines off the bottom tile and made a good compromise with a 4 pixel hearts. 2 Quote Link to comment Share on other sites More sharing options...
+darryl1970 Posted July 27, 2016 Share Posted July 27, 2016 Great idea. I cut a few lines off the bottom tile and made a good compromise with a 4 pixel hearts. Great.PNG Looks good! Nice work. 1 Quote Link to comment Share on other sites More sharing options...
Jinroh Posted July 28, 2016 Author Share Posted July 28, 2016 (edited) Thanks man! Ok! This version should be more TV friendly. It's all 262 all across the board. Thanks so much for all the info, tips, and encouragement guys. Edited July 28, 2016 by Jinroh Quote Link to comment Share on other sites More sharing options...
+Propane13 Posted July 28, 2016 Share Posted July 28, 2016 While play-testing today, I found a small issue. I died by touching the flame, but the sound registers didn't clear. So, I heard a grinding sound (like one note from the fire sound effect) that held throughout the "you have 2 lives remaining" screen. Probably an easy fix (LDA #0, STA AUDV0, STA AUDV1 on the 'lives remaining' screen). Thought I'd share this small thing. Will keep playing it and try to get some more feedback. -John 1 Quote Link to comment Share on other sites More sharing options...
Jinroh Posted July 28, 2016 Author Share Posted July 28, 2016 (edited) Thanks Propane, here is a binary that fixes that. Notes: Fixes flamethrower buzzing sound on lives screen. Edited February 14, 2017 by Jinroh Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 28, 2016 Share Posted July 28, 2016 Just got around to playing it. I can't get around the second enemy. And it feels like I have to force the joystick right to go right. And why bother giving the player a second chance at not dying if all they're going to do is just ram into the same enemy again? And I can't jump very high. I guess I just suck at this game. Quote Link to comment Share on other sites More sharing options...
Jinroh Posted July 28, 2016 Author Share Posted July 28, 2016 Just out of curiosity, were you trying to jump over the enemies or shooting at them? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.