+atari2600land Posted June 26, 2019 Author Share Posted June 26, 2019 While you were replying, I was working on making the guy's golf club be blue. I noticed the pop sound as well. How would I mask the bits needed? I also noticed that when I put too much code in, the game started acting weird. I had to modify the code a bit to make the power meter working correctly, for example. I had to make some new code in case there were two trees on the screen, for another example. How weird is that? golf47.bin 1 Quote Link to comment Share on other sites More sharing options...
e5frog Posted June 26, 2019 Share Posted June 26, 2019 (edited) If you have the data in A ni %00111111 Immediate AND will zero out bit 6 and 7 and keep the rest. oi %11000000 Immediate OR will turn bits 6 and 7 to 1:s and keep the rest. Not sure which works best... I imagine if it doesn't change it will stay silent. So if you do that on r4 before calling "blit" you should be fine - or add it in the blit routine, if you're still using the "corrected" MESS coordinate addition that changes coordinates by 4 steps you can add it there. As such: ; fix the y coordinate lis 4 as 4 oi %11000000 ; (or if AND is better... ? ) lr 4, A If you're aiming for speed in future games you should skip the "fix coordinate stuff". Same goes for the startup pop, usually port 5 is initialized with sending $00 - thus affecting the two audio bits as well. If you leave all audio playback in the game with the same state on the two audio bits of port 5 you'll just continue to keep them that way if you don't want any sound. That is you quit playSong for example by setting clr outs 5 .. then you know you should keep it at zero to prevent unwanted sound. Not sure if it does something similar already. Edited June 26, 2019 by e5frog 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 27, 2019 Author Share Posted June 27, 2019 Fixed the pop sound, it was ni %00111111 that worked. Also, I made the guy more colorful. golf48.bin 4 Quote Link to comment Share on other sites More sharing options...
e5frog Posted June 27, 2019 Share Posted June 27, 2019 Wohooo! Two strokes on hole 1! r48: There's still noise when in upmost position, other kind now, like a buzzing sound, seems bits are changing several times now. 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 27, 2019 Author Share Posted June 27, 2019 How odd. I don't get that noise when I play on MESS. 1 Quote Link to comment Share on other sites More sharing options...
e5frog Posted June 27, 2019 Share Posted June 27, 2019 (edited) I also play it in MESS, I use v133b at the moment - I'll check for real this weekend and we'll see. This gets it quiet for me, edited golfdrawing3.inc ... first plot ; set the row using r3 lis 4 as 3 ; fix the y coordinate com oi %11000000 outs 5 ... then blit com ; invert it .blitRow: oi %11000000 outs 5 So it clears the 2 MSbits - as numbers are inverted. Edited June 27, 2019 by e5frog 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 27, 2019 Author Share Posted June 27, 2019 New changes for this morning: + Made sandtraps white. + Guy's club is now red for normal hitting and blue for putting. golf49.bin 2 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 27, 2019 Author Share Posted June 27, 2019 New video of the newest version: 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 30, 2019 Author Share Posted June 30, 2019 I worked all my free time yesterday and all of tonight (it's 3:30am now) to bring you a third obstacle. You can now have two trees and a sandtrap, like in the picture posted here of hole #10. There was a little bit of weirdness that happened in the second playthrough on hole 7, but I am guessing it was just my computer and not the game. Or perhaps I need a quick way to reset all the variables. Anyway, tell me if you run into anything odd. golf50.bin 2 Quote Link to comment Share on other sites More sharing options...
Mikebloke Posted June 30, 2019 Share Posted June 30, 2019 Hi there, I was trying to work out controller inputs for my own game when this came up. I've given it ago and first playthrough seems to work fine. On the second though (no console reset) I got to hole 4 and then "bumped" into an object here. I think its registering as a sandtrap as its going slower and giving me the "oh no" sound. I have uploaded a screenshot and a rough area (its probably a square!) which seemed to be registering as a sandtrap Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 30, 2019 Author Share Posted June 30, 2019 OK, I think that's what happened to me as well. I moved the sandtrap out of the available screen so this shouldn't happen again starting with version 51. golf51.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 1, 2019 Author Share Posted July 1, 2019 Obstacle #3 can now be a tree. I also fixed a bug in hole #10 about the ball going right through the bottom tree. golf52.bin 2 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 1, 2019 Author Share Posted July 1, 2019 Made it so the ball no longer flickers when it stops. golf53.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 2, 2019 Author Share Posted July 2, 2019 To help you, I made it so if the ball hits the left side of a stream or tree, it won't appear on the other side. golf54.bin 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 8, 2019 Author Share Posted July 8, 2019 Added hole #11. I also added a hundreds digit to the stroke counter and made sure it works. I don't know what will happen after 999 strokes, though. golf55.bin 2 Quote Link to comment Share on other sites More sharing options...
masschamber Posted July 8, 2019 Share Posted July 8, 2019 man that's looking nice, plus I always like music, when you start making carts let me know as I could definitely go for one 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 8, 2019 Author Share Posted July 8, 2019 I'll try to remember. You might want to remind me again when I make the final hole (#18). I'm a long ways from completing the game. Thanks for the kind words. Quote Link to comment Share on other sites More sharing options...
e5frog Posted July 8, 2019 Share Posted July 8, 2019 Love the progress! It would look really nice if the hundreds digit wasn't showing before it's 1 (no 0). Quote Link to comment Share on other sites More sharing options...
e5frog Posted July 8, 2019 Share Posted July 8, 2019 (edited) I hit the tree and ended up outside the play area, left a green shadow when getting out of there. Green stuff stays there for the following holes. Edited July 8, 2019 by e5frog Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 9, 2019 Author Share Posted July 9, 2019 I think I know why. For the past hour or so I have been struggling with making the 0 disappear. Right now once it goes one past 89 it says 09 instead of 90. And then if I add one to that, it says 19. I can't make it do otherwise, so I'm leaving it as is. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 9, 2019 Author Share Posted July 9, 2019 I think I fixed the green problem on hole 9. You'll notice that the ROM size is now 16k. I think that will be its final size. And, with it now 16k, this means it might not work in older versions of MESS. I know it won't work in 0.80.1, because that's what I had been using. Apparently it doesn't like the fact that the ROM size is >8k. But it should work in MAME. Stupid MAME. Can anyone tell me how to not make it go to fullscreen mode? This is what I use to run it: mame64 channelf -cart golf56a.bin golf56a.bin Quote Link to comment Share on other sites More sharing options...
e5frog Posted July 9, 2019 Share Posted July 9, 2019 You could use one of the MESS 0.131 - 0.146... IIRC the MESSUI releases are OK: http://www.progettosnaps.net/messui/ Bunch of MESS: http://www.progettosnaps.net/mess/ I really really really dislike the MAME-i-fication and user interface/GUI, it seems to be mainly meant for an arcade controller setup and not for a normal computer. Regarding Channel F there's no need to rush for the latest version, no updates have been made really. I have these examples in bat-files for starting games: start /high messui channelf -cartridge game.bin -throttle -debug start "" /HIGH messuipp luxorvec -cart game.bin -keepaspect messd channelf -cart game.bin messd channelf -cartridge game.bin -w -effect sharp -r 640x480 -ka So maybe the -w switch will window it for you. Also had this for recording video: messui channelf -cartridge game.bin -throttle -nodebug -aviwrite video.avi I'm pretty sure you can setup screen etc if starting from command line but if you set it up from the GUI it should start the same. I can have a look at that 0-digit later, just needs a condition in the right place to either change the graphics offset (to empty) or change the color (to no change). Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 9, 2019 Author Share Posted July 9, 2019 Where do I put the BIOS files? EDIT: Never mind. Got it running. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 11, 2019 Author Share Posted July 11, 2019 e5frog and I have been working on the game the past few days. Here it is as it is right now. e5frog rewrote the score code so it looks better now. golf59.bin 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 12, 2019 Author Share Posted July 12, 2019 Ball goes slower when putting now. golf60.bin Quote Link to comment Share on other sites More sharing options...
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