Nukey Shay Posted October 22, 2017 Share Posted October 22, 2017 8k build created to handle additional game variations. More to come... 5 Quote Link to comment Share on other sites More sharing options...
SoundGammon Posted October 22, 2017 Share Posted October 22, 2017 Cool! We will have to change the name of the game to: NUKEY RAIDER! 1 Quote Link to comment Share on other sites More sharing options...
ComputerSpaceFan Posted October 22, 2017 Author Share Posted October 22, 2017 Again Nukey Shay delivers us awesomeness from Atari Heaven..... 1 Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted October 24, 2017 Share Posted October 24, 2017 Currently... Spread shot, fast missile, and fast scrolling are all selectable. Each game selection is repeated (for the number of players) . Game Number 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Spread Shot X X X X X X X X Fast Missile X X X X X X X X Fast Scrolling X X X X X X X X Games 9 - 16 are currently identical to 1 - 8 (needed to make sure that the 10's digit worked OK). RiverRaid3.bin 7 Quote Link to comment Share on other sites More sharing options...
Keatah Posted October 24, 2017 Share Posted October 24, 2017 Ohh how nice. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted October 27, 2017 Share Posted October 27, 2017 Positioning table was in the wrong bank, tho! Oops. Current version features ingame pause function (7800-compatable). Random section colors given to game selections 9-16. I'm not quite satisfied with it...the colors will change for both sections when a bridge appears Threw some icons on the screen when selecting variations. RiverRaid3(v2).bin 6 Quote Link to comment Share on other sites More sharing options...
AW127 Posted November 5, 2017 Share Posted November 5, 2017 (edited) Great. We should call this hack "River Shayd". Edited November 5, 2017 by AW127 2 Quote Link to comment Share on other sites More sharing options...
ComputerSpaceFan Posted November 5, 2017 Author Share Posted November 5, 2017 Just played this for half an hour. My God it's a thing of beauty! Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted November 10, 2017 Share Posted November 10, 2017 Added Ram (F8SC) to keep count of objects destroyed, and threw in a basic title screen. Needs some more work. RiverRaid3(v3).bin 4 Quote Link to comment Share on other sites More sharing options...
Keatah Posted November 10, 2017 Share Posted November 10, 2017 (edited) I miss the game option select icons. going to bring them back? Edited November 10, 2017 by Keatah 1 Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted November 11, 2017 Share Posted November 11, 2017 Still in there. I had them disabled while I changed the scoring to decimal mode. With all the extra screen space available during game select, there's no need to cram them into the score. There's still some stats to add in the pause/game over screen, too (the actual level instead of # bridges destroyed - those should be seperate stats). Or maybe work in percent of each object destroyed. Not too sure about that yet, since forks in the river make it impossible to hit everything. Quote Link to comment Share on other sites More sharing options...
Skippy B. Coyote Posted November 11, 2017 Share Posted November 11, 2017 (edited) Oh man, River Raid3n looks awesome! I'll definitely be popping this on a Harmony cart ASAP! Now if only the 2600 sound chip could produce a rendition of the classic Raiden song "Gallantry"... https://www.youtube.com/watch?v=txnVM5xL004 Edited November 11, 2017 by Jin 1 Quote Link to comment Share on other sites More sharing options...
SoundGammon Posted November 11, 2017 Share Posted November 11, 2017 On the 7800, one could tap into the audio in on the cartridge port with a RCA jack and input any audio! You could loop the Raiden song "Gallantry" and play it "though" the system for in game music! Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted November 21, 2017 Share Posted November 21, 2017 (edited) Current: I found that cycle time was running short due to the extra time needed when copying onboard Ram to working areas, so I disabled the scrolling copyright for now (sorry if you got some screen jumps in the earlier version). P1's stats could also rewrite P2 stats (wrong index value). Added stats for level & bridges destroyed (these are not always equal: in the original game...if you are destroyed when a bridge is onscreen, you miss the chance to destroy that bridge and the level will go up anyway). Added game timer for total hours/minutes/seconds playtime. Does not include any idle time. Reserve lives are displayed alongside the fuel gauge Added text for game select options RiverRaid3(v4).bin Edited November 21, 2017 by Nukey Shay 8 Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted November 21, 2017 Share Posted November 21, 2017 I like the game select text. I hope you can keep that in the final version. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted November 22, 2017 Share Posted November 22, 2017 No need to remove it...there's still plenty of unused Rom, and screen area to add more options if I think of some. I'll probably relocate the scrolling copyright there if there's no other way to cut time spent offscreen. 6 Quote Link to comment Share on other sites More sharing options...
MissCommand Posted December 3, 2017 Share Posted December 3, 2017 Total coolness... I also like the option labels. 1 Quote Link to comment Share on other sites More sharing options...
Skippy B. Coyote Posted December 5, 2017 Share Posted December 5, 2017 (edited) When I got my Harmony Encore cart in the mail yesterday this was the very first game I played on it, and I have to say I was not the least bit disappointed! Game 16 of River Raid 3 just surpassed Lead as my all time favorite shoot 'em up on the Atari 2600 and I will be recommending it for play in the next season of the Atari 2600 High Score Club! I love absolutely everything you've done with this one Nukey. The spread shot, fast missiles, turbo speed, background color variations, and statistical tables give River Raid 3 a decidedly contemporary feel that should definitely appeal to any fan of modern shoot 'em ups. The only thing it's missing is some kick ass music, but I don't know whether or not you've got the space left to add in some pulse pounding tunes. Even without music though I still just adore this game. Phenomenal work! Edited December 5, 2017 by Jin Quote Link to comment Share on other sites More sharing options...
SoundGammon Posted December 5, 2017 Share Posted December 5, 2017 How about "collecting" power ups instead? What I mean is, you fly over a fuel tank and shoot it and collect a a power up. First one is fast shot, then a 3-way shot, maybe an extra life! You lose them when you get destroyed and have to start over. Quote Link to comment Share on other sites More sharing options...
Skippy B. Coyote Posted December 5, 2017 Share Posted December 5, 2017 How about "collecting" power ups instead? What I mean is, you fly over a fuel tank and shoot it and collect a a power up. First one is fast shot, then a 3-way shot, maybe an extra life! You lose them when you get destroyed and have to start over. That's a cool idea! I was also contemplating how cool it would be if there was a way to get the enemies to shoot back for a serious challenge, though their shots would have to be able to be destroyed with your own shots to prevent automatic death scenarios in tight corridors. There's a lot that could be done with the game, it's just a question of whether or not Nukey wants to or feels up to giving it a try. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted December 5, 2017 Share Posted December 5, 2017 The problem is time. I was barely able to get the 3 cycles needed for the side shots on some scanlines (it's that few because the Y-comparison had already been done for the center missile). To track an independent missile it would cost an additional 7 cycles in every portion that handles missiles. 1 Quote Link to comment Share on other sites More sharing options...
Skippy B. Coyote Posted December 5, 2017 Share Posted December 5, 2017 The problem is time. I was barely able to get the 3 cycles needed for the side shots on some scanlines (it's that few because the Y-comparison had already been done for the center missile). To track an independent missile it would cost an additional 7 cycles in every portion that handles missiles. Thanks for the explanation Nukey! It's times like this that I think I should really start reading up on 6502 assembly so I'd have a better understanding of what the 2600 is and is not capable of before I start playing backseat programmer and making suggestions. You've done some really amazing work with this game already turning it into the fastest and most frenetic vertical scrolling shooter on the Atari 2600 and I'll look forward to testing out any future revisions you might make. The only other suggestion I can think of to toss in the ring that (probably) wouldn't overtax the CPU would be to add a little extra challenge to Turbo Speed mode by putting a cap on how long you can slow the game's speed by holding the down direction, maybe just long enough to pass over a couple fuel tanks, before the down function becomes inoperable for a period time to prevent the player from just holding down all the time to slow the game and make it so that they only use the slow down function when they really need it. That might just be me being a sadistic shoot 'em up fan though, so feel free to disregard it. Quote Link to comment Share on other sites More sharing options...
Keatah Posted December 5, 2017 Share Posted December 5, 2017 That's too brutal. I'd likely play it one time and forget about it. I mean you can make it like an option and stuff.. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted December 6, 2017 Share Posted December 6, 2017 Actually, the original game does this already because fuel consumption is a constant (whether you go fast or slow, it drains at the same rate). On that note, it would be easier to instruct the game to eat fuel faster if you accelerate than doing it the other way around. 1 Quote Link to comment Share on other sites More sharing options...
regimm Posted March 15, 2018 Share Posted March 15, 2018 "Dad, can you play two at the same time?"It was this question of my daughter that made me ask here, is it difficult to program to make the River Raid be multiplayer, that is, both players at the same time? Imagine the battle to get fuel, to make more points, etc ...The screen could advance at slow speed always, and players could move the plane back and forth as well ..... Is that possible, Mr. Shay? 1 Quote Link to comment Share on other sites More sharing options...
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