Lillapojkenpåön Posted October 23, 2017 Author Share Posted October 23, 2017 (edited) at first glance line 973 temp5 = (_PEEK_Frame_Counter) + 1 : _POKE_Frame_Counter temp5 : on temp5 goto donef1 donef1 f1 f22 f33 f44 unless you're limiting frame counter to 4 somewhere I didn't see yet, temp5 could go up to 16 and you've only got 6 target labels That was the cause of my first bug that took me 3 months to figure out, so I'm not making that mistake again but thanks for the help everybody. I think this line was the culprit.. I made a on goto jump and tried to return from it like this.. if _PEEK_Frame_Counter < 3 then goto _roger else goto _roger2 It stopped crashing when i changed the nybble counter to a regular old bit.. after changing exactly everything else.. I thought PRGE would be a good deadline for a NEW DEMO so here it is. Hold down on any joystick while booting or restarting to start with 9900 points and 5 megablast if you wanna see the new BOSS and SPECIALATTACK quicker. Edited February 25, 2018 by Lillapojkenpåön 1 Quote Link to comment Share on other sites More sharing options...
+sramirez2008 Posted October 23, 2017 Share Posted October 23, 2017 Wow, we were discussing this game at PRGE. Thanks for providing the latest ROM. Hope to see it on cart one day. 1 Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted February 24, 2018 Author Share Posted February 24, 2018 (edited) New demo. Hold pausebutton (firebutton on joystick2) while starting from the titlescreen to start with 099990 points New enemy Titlescreen Titlescreen goes to gameplay demo after awhile, still very dumb player Temporary titlescreen music (borrowed) Robotmissiles use bresenheim line algorithm to shoot straigt at the railslider Railslider death animation Minor sound and graphics changes Upper robots move behind rails Can get to boss from megablast Can pause anytime Correct hitboxes and hit-detection every frame instead of every other Doesn't overcycle! Edited October 20, 2018 by Lillapojkenpåön 1 Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted February 25, 2018 Author Share Posted February 25, 2018 Question #1I'm having some problems understanding how the 160 pixel wide screen and the player1x variabel that can count all the way to 255 works together when getting player1 to enter or exit the side of the screen with masking..I thought 0 would be for making it enter from the right side (but I'm using 160 now instead) and 153 to enter from the left.. for an eight pixel wide sprite.But for 153 to work right as starting position I have to do this when it gets to 161.. if player1x=161 then player1x=0, to get it to enter smoothly without teleporting a couple pixels somewhere in the middle of the screen, I also tried 248 as starting position to not have to roll the counter manually, and it works sometimes but sometimes teleports crazy.But when it comes back and I want to put it of the screen I have to use if player1x= 248 || player1x= 153 then player1y=200, It's as if it's sometimes 248 and sometimes 153, where does that inconsistancy come from? What numbers should I be using? Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted March 1, 2018 Author Share Posted March 1, 2018 Question #2 Woops, I was shure it didn't overcycle anymore because stella didn't show a hint of it, and it used to show it allmost exactly like my TV.. Does it not show when vblank takes to long? Because I moved my pushes and pulls there. Tried it on real hardware today for the first time in a year (because of homelessness and all my stuff in storage) and it overcycled, but pretty evenly and jitterless, makes me think it's vblank? I could easily get rid of player9 and use those freed variables to get rid of the pushes and pulls, but I really like that thing and I would like to first make shure I'm using vblank and overscan in a balanced way and see if it's still to much code before I sacrifice something, Is there any emulation that will allow me to see any progress? Or else what can I do If I have no real hardware? Does this look like way to much for vblank first of all? vblank goto _vblank bank3 _vblank if !_NUSIZ1{3} && b{2} then goto __Done2 if missile0y>=180 || pfscorecolor=$BE then goto __Done2 if b{4} then goto __Done2 if player0y>230 then goto __Done3 stack 70 pull temp2 temp3 _tempspeed=0.10+_robotspeed temp7 = _error_accumulator_3 if _delta_x_3 > _delta_y_3 then goto _Skip_Chase1 _error_accumulator_3 = _error_accumulator_3 - _delta_x_3 if temp7 < _error_accumulator_3 then _error_accumulator_3 = _error_accumulator_3 + _delta_y_3 else goto _Skip_Chase2 _Skip_Chase1 if b{1} then _M0_L_R = _M0_L_R + _tempspeed else _M0_L_R = _M0_L_R - _tempspeed if _delta_x_3 < _delta_y_3 then goto _Skip_Chase2 _error_accumulator_3 = _error_accumulator_3 - _delta_y_3 if temp7 < _error_accumulator_3 then _error_accumulator_3 = _error_accumulator_3 + _delta_x_3 else goto __Done _Skip_Chase2 if b{0} then _M0_U_D = _M0_U_D + _tempspeed else _M0_U_D = _M0_U_D - _tempspeed __Done stack 72 push temp2 temp3 __Done2 asm lda _Points_Roll_Up beq No_Points_To_Add dec _Points_Roll_Up sed clc lda _sc3 adc #1 sta _sc3 lda _sc2 adc #0 sta _sc2 lda _sc1 adc #0 sta _sc1 cld No_Points_To_Add: end __Done3 if pfscorecolor=$40 then pfscorecolor=$4E : b{5}=1 if var2=251 then var2=250 if var1=251 then var1=250 return otherbank Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted March 1, 2018 Share Posted March 1, 2018 Have you looked at these sections: randomterrain.com/atari-2600-memories-batari-basic-commands.html#dpc_news_bad randomterrain.com/atari-2600-memories-batari-basic-commands.html#dpc_vblank Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted March 1, 2018 Author Share Posted March 1, 2018 Yup, That's all I have to go by, but if overscan has 2398 cycles available, then 524 cycles in vblank seems like quite a lot (don't know what it's down to now tho?) BB.1.1d.reveng40? And I also don't know how many cycles the pushing and pulling takes? So I'm just using my sixth sense to know if I'm in the right ballpark. It would still generate a normal display from time to time, does that mean it's not overcycling by an obnoxious amount? When it didn't what happened was that the top of the screen moved down like a pixel and the top wall turned purple. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted March 1, 2018 Share Posted March 1, 2018 All I know is that they recommend that we don't use vblank when using DPC+. Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted March 2, 2018 Author Share Posted March 2, 2018 (edited) That seems to be only if you want to make shure your code works with updated versions of the kernel included in bB, I can finish the game with this one. Would someone with a harmony encore be so kind and test these three for me? They also have some more fixes I forgot in the last one. And report back which Nr. works or jitters the least? Rating them from worst to best. That would be awesome! Edited October 20, 2018 by Lillapojkenpåön 1 Quote Link to comment Share on other sites More sharing options...
+sramirez2008 Posted March 6, 2018 Share Posted March 6, 2018 That seems to be only if you want to make shure your code works with updated versions of the kernel included in bB, I can finish the game with this one. Would someone with a harmony encore be so kind and test these three for me? They also have some more fixes I forgot in the last one. Railslider PAL60 Test Nr.2.bas.bin Railslider PAL60 Test Nr.3.bas.bin Railslider PAL60 Test Nr.4.bas.bin And report back which Nr. works or jitters the least? Rating them from worst to best. That would be awesome! Just completed my testing. I used my Six Switch with an Edladdin Super Twin 78. The ROMs were loaded via my Harmony (not an Encore) cart. Worst to best in terms of jitter are as follows: Test Nr. 4 Test Nr. 3 Test Nr. 2 (very smooth) The pause function (Edladdin Player2 Buttons) works, but whenever I tried to execute a megablast (Edladdin Player1 Buttons), the ROM crashes, meaning that my screen goes black. Love the updates to the game (e.g. Pulse Blast?) Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted March 31, 2018 Author Share Posted March 31, 2018 Thanks to my trusty tester sramirez2008 I could try to optimize my game and even managed to get rid of the stack usage. Only one minor problem.. It doesn't boot up on my harmony encore anymore, what can cause that? When the yingyang has spun for to long and I turn off the console I think I see the titlescreen come on for a millisecond. 1 Quote Link to comment Share on other sites More sharing options...
+sramirez2008 Posted April 2, 2018 Share Posted April 2, 2018 Oh no...someone please help. I would love to see this game have a cart release. 1 Quote Link to comment Share on other sites More sharing options...
+TrekMD Posted April 2, 2018 Share Posted April 2, 2018 My issue has been time. I will have to try to give it a spin to give feedback using real hardware. 1 Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted April 2, 2018 Share Posted April 2, 2018 Thanks to my trusty tester sramirez2008 I could try to optimize my game and even managed to get rid of the stack usage. Only one minor problem.. It doesn't boot up on my harmony encore anymore, what can cause that? When the yingyang has spun for to long and I turn off the console I think I see the titlescreen come on for a millisecond. If you use Save As before making any significant changes to your program, you can compare the latest version of your game with the previous one that worked using something like WinMerge. 2 Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted April 2, 2018 Author Share Posted April 2, 2018 That sounds useful. The problem was with my harmony encore, no need to test any of the old roms, I will upload something new to test soon. 3 Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted October 20, 2018 Author Share Posted October 20, 2018 I thought PRGE would be a good deadline for a NEW DEMO I still think that, first post updated Quote Link to comment Share on other sites More sharing options...
+sramirez2008 Posted October 21, 2018 Share Posted October 21, 2018 I still think that, first post updated Yeees!!! I was hoping for an update and this looks great. I can't wait to try this out. -Thanks. 1 Quote Link to comment Share on other sites More sharing options...
+ZeroPage Homebrew Posted November 6, 2018 Share Posted November 6, 2018 Heya Lillapojkenpåön!! We're featuring your game Railslider LIVE on Wednesday's ZeroPage Homebrew stream on Twitch at 6PM PT/9PM ET, hope you can tune in! :-) I'm looking forward to playing your twin stick game, there's definitely not too many of those for the VCS!! If there's anything you'd like me to say about your game during the show just PM me with the info!Twitch Stream: https://www.twitch.t...ropagehomebrew/Games: - Railslider (WIP) by Lillapojkenpåön- Chipoff by Duane Alan Hahn (Random Terrain)- MagicMaze (WIP) by B.J. Best (bjbest60)- Horizon Shift by Paul Marrable- Dungeon (Retail) by David Weavil (s0c7) 4 Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted November 8, 2018 Author Share Posted November 8, 2018 Heya Lillapojkenpåön!! We're featuring your game Railslider LIVE on Wednesday's ZeroPage Homebrew stream on Twitch at 6PM PT/9PM ET, hope you can tune in! :-) Great!! PERFECT!! The one day I didn't check the bB part of the forum Haha so funny to see you trying to figure it out especially when you got mad at Aerlan for shooting the big orange missile when you where trying to capture it, THAT IS how you capture it he got an extra life there, you get 100 points per life after killing the boss who shows up every time the ten-thousand digit rolls over, the speed of the robots, their missiles and the railslider speeds up very slightly every 100 points. Big green missile = power-up weapon (alot easier to hit the missiles with). Big blinking missile = one extra megablast (executed with the P0 button if you have one or more). Pausing with P1 button shows how many lives and megablast you have. The pink missile is the boss making his presence known, it just forces you to the side and adds some difficulty. The S thing during the boss is currently the way to slow the gamespeed down again, there's three during every bossfight. I tried the game on real hardware after uploading and found a pfscorecolor bug and realised it was alot harder with the edladdin then with keyboard and I couldn't even get to the first boss and wavechange, so I made a temporary rom for my trusty tester that enables the power-up weapon at all time, I should have sent you that instead. The music is just a placeholder. The matching color on the spinning thing and the horizontal missile is because they are P1 and M1 and M1 takes on the color of P1 when they are on the same lines. The explosion animation is not from frantic but it is part of a firework animation I found in the intellivision section by someone who encouraged people to use it. and that I plan to give credit to if this ever gets finished. The gameplay demo is completely random so not a good teacher, and that score is not saved as highscore. I haven't finetuned the gameplay at all, but thanks for trying it atleast! Now I know it overcycles on a NTSC console 2 Quote Link to comment Share on other sites More sharing options...
+ZeroPage Homebrew Posted November 9, 2018 Share Posted November 9, 2018 You're so welcome, it's was pretty crazy trying to figure out the game without any instructions. We'll have to give it another go on the show when you make the next update to the game as the graphics as frenetic action is really amazing. It's such a huge accomplishment to create a game this good on your first go on the 2600 and to create something that looks custom made in assembly with bB!! Looking forward to updates and to play it again now that we know a little more than just randomly shooting at everything we see, hahah! - James Here's the archive of the show for those who missed us playing Railslider! 2 Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted January 23, 2019 Author Share Posted January 23, 2019 (edited) Found out I was nominated in the category best WIP so I'm posting the latest rom! Working on putting in some text with custom assembly kernels, and I have two variables ready to get some atarivox save and voices with the splitter. Edited February 22, 2019 by Lillapojkenpåön 4 Quote Link to comment Share on other sites More sharing options...
+mksmith Posted January 23, 2019 Share Posted January 23, 2019 Congrats Lillapojkenpåön! 1 Quote Link to comment Share on other sites More sharing options...
Arenafoot Posted January 23, 2019 Share Posted January 23, 2019 Found out I was nominated in the category best WIP so I'm posting the latest rom! Working on putting in some text with custom assembly kernels, and I have two variables ready to get some atarivox save and voices with the splitter. RAILSLIDER PAL60 - 2019-01-23.bas.bin Of course for the purpose of the award show, your latest ROM posted in 2018 is the version up for voting. Today's (and any others released/posting in 2019) will be eligible for the next awards show! Congrats!!! Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted February 22, 2019 Author Share Posted February 22, 2019 Of course for the purpose of the award show, your latest ROM posted in 2018 is the version up for voting. Today's (and any others released/posting in 2019) will be eligible for the next awards show! Congrats!!! Thank you, ofcourse, not trying to win any votes as any vote not casted on Aardvark or Wizard of Wor would be crazy if you ask me, I just hated that version.. and the last one I posted to actually Congrats Lillapojkenpåön! Thank you! I didn't feel like I deserved it as there was so much stuff that bothered me with it, so I wanted to have something I feel good about ready before the awards, I have accomplished that by adjusting more to the kernel. First post updated. 2 Quote Link to comment Share on other sites More sharing options...
+ZeroPage Homebrew Posted September 11, 2020 Share Posted September 11, 2020 (edited) ZeroPage Homebrew will be checking out an EXCLUSIVE WIP Update of Railslider on tomorrow's (Fri Sep 11) stream LIVE on Twitch at 6PM PT | 9PM ET | 1AM GMT! Hope everyone can watch! Twitch Stream: https://www.twitch.tv/zeropagehomebrew/ Games: Railslider (2019 Exclusive WIP Update) by @Lillapojkenpåön R.C. Sumo Bots (2020 WIP Update) by Karl Garrison (@Karl G) Ms Galactopus (2020 Update) (High Score Club)by Ric Pryor (@KaeruYojimbo) City Defence (2020 Update) (High Score Club) by Anthony Quinlan (@TwentySixHundred) Doggone It! (2020) (High Score Club) by Andrew (@Armscar Coder) (SET VIDEO TO 1080P60 FOR FULL QUALITY) Edited September 13, 2020 by ZeroPage Homebrew 2 Quote Link to comment Share on other sites More sharing options...
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