Thomas Jentzsch Posted April 26, 2020 Author Share Posted April 26, 2020 11 hours ago, ZeroPage Homebrew said: With your latest build of RC6, when you're moving and holding the button and you stop, you get stuck in that spot and aren't able to start moving again unless you let go of the button. It kind of kicks you into 'Pressing the Button While Stopped' mode, which can already be achieved by stopping and then holding the fire button. I think it's more useful to be able to move again after stopping without having to let go of the fire button. It's a little too cumbersome to have to let go of the button, start moving and then press the button again to start firing. It kind of forces you into a mode of not being able to ever stop in the maze unless you want to temporarily stop firing again to move, that short period of time could cost you a life. Thoughts? If have fixed this in the new RC7 version attached to the first post. 0 bytes free! Note: A PAL-60 version is now included too. But it may have slight timing problems. Please let me know if you notice any. 2 1 Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 26, 2020 Author Share Posted April 26, 2020 11 hours ago, Omegamatrix said: Let me know if you want any help with byte savings. Thanks for your kind offer. The code is heavily optimized already and partially not easy to understand even for me. I can give you read access, but I would prefer to review before you push anything. OK? Quote Link to comment Share on other sites More sharing options...
Omegamatrix Posted April 26, 2020 Share Posted April 26, 2020 6 hours ago, Thomas Jentzsch said: Thanks for your kind offer. The code is heavily optimized already and partially not easy to understand even for me. I can give you read access, but I would prefer to review before you push anything. OK? Yes, that works fine. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 26, 2020 Author Share Posted April 26, 2020 Cool. Now I only need your GitHub name to invite you. BTW: I am looking for 15 bytes only. Quote Link to comment Share on other sites More sharing options...
+bhall408 Posted April 26, 2020 Share Posted April 26, 2020 On 11/10/2019 at 10:12 AM, JasperAK said: That game is hard but fun. Wow, I'll echo that sentiment! Just found it today... Quote Link to comment Share on other sites More sharing options...
Prizrak Posted April 26, 2020 Share Posted April 26, 2020 This game is definitely not a run and gun or your typical shooter, lots of strategy involved to play this one. The bots don't mindlessly roam about the maze but really do their best to seek you out and box you in. Kind of feels like Pac-Man with robots.Sent from my SM-N960U using Tapatalk 1 Quote Link to comment Share on other sites More sharing options...
cd-w Posted April 26, 2020 Share Posted April 26, 2020 (edited) 13 hours ago, Thomas Jentzsch said: If have fixed this in the new RC7 version attached to the first post. 0 bytes free! Note: A PAL-60 version is now included too. But it may have slight timing problems. Please let me know if you notice any. Looking at the binary I can see a lot of NOP instructions at 0x2DF, and $00 values at 0xCE5 (NTSC version)? The $00s are presumably used for sprite masking, but it looks like the NOPs could be replaced with something more compact? Chris Edited April 26, 2020 by cd-w Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 27, 2020 Author Share Posted April 27, 2020 7 hours ago, cd-w said: Looking at the binary I can see a lot of NOP instructions at 0x2DF, and $00 values at 0xCE5 (NTSC version)? The $00s are presumably used for sprite masking, but it looks like the NOPs could be replaced with something more compact? That's the disabled SaveKey code. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 27, 2020 Author Share Posted April 27, 2020 (edited) Update: With help from OmegaMatrix (thanks a lot!) I found the necessary 15 bytes for making PAL-60 stable too (RC8 added to first post). Unless someone finds a bug, I consider this done. Many thanks to everyone for your support! Edited April 27, 2020 by Thomas Jentzsch 5 2 Quote Link to comment Share on other sites More sharing options...
Prizrak Posted April 28, 2020 Share Posted April 28, 2020 If have fixed this in the new RC7 version attached to the first post. 0 bytes free! [emoji4] Note: A PAL-60 version is now included too. But it may have slight timing problems. Please let me know if you notice any.I find out I like the hold fire to shoot and keep the helicopter stationary, helps keep me from hitting the enemy after I shoot him. The hold and fire while not moving is a lot like Berzerk which helps for direct shots without enemy or wall collision. Anyway to toggle between the two methods? Maybe B/W switch or difficulty?Sent from my SM-N960U using Tapatalk Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 28, 2020 Author Share Posted April 28, 2020 50 minutes ago, Prizrak said: I find out I like the hold fire to shoot and keep the helicopter stationary, helps keep me from hitting the enemy after I shoot him. The hold and fire while not moving is a lot like Berzerk which helps for direct shots without enemy or wall collision. Anyway to toggle between the two methods? What you describe is what we have now. Not sure what could be switched here. 50 minutes ago, Prizrak said: Maybe B/W switch or difficulty? Most likely not. That would require too many bytes. Quote Link to comment Share on other sites More sharing options...
Prizrak Posted April 28, 2020 Share Posted April 28, 2020 In release candidate 6 pressing and holding fire prevents helicopter from moving while firing. Character movement mimics guy in Berzerk somewhat. Current firing style your always able to move when firing. This restricted movement was a bug in RC6.Sent from my SM-N960U using Tapatalk Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 28, 2020 Author Share Posted April 28, 2020 That's possible now too. You just have to release the joystick directions and press fire before moving again. 1 Quote Link to comment Share on other sites More sharing options...
+ZeroPage Homebrew Posted May 2, 2020 Share Posted May 2, 2020 (edited) We'll be playing the updated Robot City on tomorrow's (Sun May 3) ZeroPage Homebrew stream LIVE on Twitch at 11AM PT | 2PM ET | 6PM GMT! Hope everyone can watch! Twitch Stream: https://www.twitch.tv/zeropagehomebrew/ Games: I Ran (2020 Exclusive WIP Update) by Vladimir Zuñiga aka @vhzc Robot City (2020 WIP Update) by @Thomas Jentzsch Larry the Lemon (2015) by Chris Read aka @atari2600land Millie and Molly (2020 Atari 7800 WIP) by Matt Smith aka @mksmith (SET VIDEO TO 1080P60 FOR FULL QUALITY) Edited May 4, 2020 by ZeroPage Homebrew 3 Quote Link to comment Share on other sites More sharing options...
Mr SQL Posted June 30, 2020 Share Posted June 30, 2020 Robot City is awesome! I never heard of this game before. The original O2 game looks great too, wonder why it was not released. 1 Quote Link to comment Share on other sites More sharing options...
Albert Posted December 8, 2020 Share Posted December 8, 2020 Robot City is now available for purchase in the AtariAge Store: https://atariage.com/store/index.php?l=product_detail&p=1233 9 Quote Link to comment Share on other sites More sharing options...
+sramirez2008 Posted December 8, 2020 Share Posted December 8, 2020 Ordered! 2 Quote Link to comment Share on other sites More sharing options...
DaveD Posted December 8, 2020 Share Posted December 8, 2020 I'm a sucker for a good maze game. This seems to have all the subtle, strategic elements of one of my personal favorites, Dark Cavern. The bonus of different mazes and colors puts this at the top of my list! 1 Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted January 16, 2021 Author Share Posted January 16, 2021 Wow, Robot City just got nominated for the Atari Homebrew Awards in all five possible categories! 10 Quote Link to comment Share on other sites More sharing options...
+johnnywc Posted January 16, 2021 Share Posted January 16, 2021 Congratulations Thomas, and great work on Robot City! I'm looking forward to owning the full version soon! 4 Quote Link to comment Share on other sites More sharing options...
+ZeroPage Homebrew Posted January 16, 2021 Share Posted January 16, 2021 7 hours ago, Thomas Jentzsch said: Wow, Robot City just got nominated for the Atari Homebrew Awards in all five possible categories! Congratulations Thomas, well deserved!! It's such an incredible game and I can't wait to see the box art in person! - Jamse 5 Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted January 16, 2021 Author Share Posted January 16, 2021 8 hours ago, johnnywc said: Congratulations Thomas, and great work on Robot City! I'm looking forward to owning the full version soon! Thanks! The same to you! 1 Quote Link to comment Share on other sites More sharing options...
+Muddyfunster Posted January 16, 2021 Share Posted January 16, 2021 Congratulations 2 Quote Link to comment Share on other sites More sharing options...
+MarcoJ Posted February 2, 2021 Share Posted February 2, 2021 I just realised that the player's helicopter is painted using the ball "sprite" and changing the ball width line by line. This is brilliant, great idea. Saves the headache of multiplexing the enemy sprites with the player sprite. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted February 2, 2021 Author Share Posted February 2, 2021 Thanks! The kernel originates from a 1K game compo. When space is so tight, you have to find efficient solutions. BTW: Actually the helicopter is done by a missile, so it is also mixing colors of two tanks. 1 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.