carlsson Posted March 12, 2020 Share Posted March 12, 2020 Well, does this one look partially familiar? Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted March 12, 2020 Author Share Posted March 12, 2020 (edited) Ahhh... yes... I think I missed it when you released it on the Inty. Edited March 12, 2020 by cmadruga 1 Quote Link to comment Share on other sites More sharing options...
carlsson Posted March 12, 2020 Share Posted March 12, 2020 Not a perfect copy but close enough: Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted March 12, 2020 Author Share Posted March 12, 2020 Hmmm... based on Sankta Lucia? (Did a quick Wikipedia search, was not familiar with the tradition.) 1 Quote Link to comment Share on other sites More sharing options...
Black_Tiger Posted March 13, 2020 Share Posted March 13, 2020 5 hours ago, cmadruga said: Thanks, really nice work! I’d like to play around with the game a little more, to see if it’s really doable. Would hate to see you putting effort into it, for me to drop the project later. May just use some MSX-like graphics for now to test it. All of this is fun for me and good experience. Even if you stick to a straight MSX port, I'll likely still work on adapting Famicom assets in my spare time. I was worried that the Intellexpander was going to kill a lot of genuine Intellivision homebrew, the way that the SGM split homebrew efforts for Colecovision. Seeing a more interesting version Castlevania make it to Intellivision without new hardware was so nice and it's one of many new games which prove how the Intellivision hardware is fine as it is. It would be cool to see how a proof of concept mockup of a port of the other showcased Intellexpander game turns out. 1 Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted April 15, 2020 Author Share Posted April 15, 2020 (edited) Still staying close to the MSX style for now... Edited April 15, 2020 by cmadruga 9 Quote Link to comment Share on other sites More sharing options...
Steve Jones Posted April 15, 2020 Share Posted April 15, 2020 The number of games you are producing at such a pace boggles my mind, so impressive! 3 Quote Link to comment Share on other sites More sharing options...
Black_Tiger Posted April 15, 2020 Share Posted April 15, 2020 12 hours ago, cmadruga said: Still staying close to the MSX style for now... I love the silhouette effect. 1 Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted April 17, 2020 Author Share Posted April 17, 2020 Testing various environmental elements: - waterfall - pendulum - water drops - falling stalactites - picking up keys - using keys on simple and double door locks - opening gates 5 Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted April 24, 2020 Author Share Posted April 24, 2020 Taking shape, but still a little glitchy. Got a basic engine in place. 5 Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted May 3, 2020 Author Share Posted May 3, 2020 You know, I've been enjoying working on this one! Maybe it will be good enough... but you guys tell me. Enhancements since last video: - 16 screens built in total... just 4 more needed to have the entire Stage 1 done. Whole game would have 100. - introduced bats... their movement is still a little weird. - a surprising amount of behind-the-scenes logic for managing the status of all those green cells spread across the map: locked vs unlocked, full vs empty, what content is inside, etc.. - ... more logic for all the skull "teleporters"... to make sure they take you to the right screen AND drop you at the right coordinates... - ... and more logic built into waterfalls... to support screens that have more than 1... also to handle objects hidden by the water... - new color scheme for green screens Next steps: - Fix skull and bat movement wonkiness - Fix glitches when going up/down ropes. - Enemy spawning and destruction animation frames - Pipes and leaks. - An inventory screen? - ... and the feared "yellow Fratelli" enemy... moving him around should be an interesting challenge. - music and sounds 8 Quote Link to comment Share on other sites More sharing options...
skywaffle Posted May 3, 2020 Share Posted May 3, 2020 Great work! Really enjoying seeing these Konami titles being done. 1 Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted May 3, 2020 Author Share Posted May 3, 2020 9 hours ago, skywaffle said: Great work! Really enjoying seeing these Konami titles being done. Can't wait for Intellivania, my friend! Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted May 3, 2020 Author Share Posted May 3, 2020 A productive weekend, it seems! Finished implementing all Stage 1 screens. New elements shown on the video: pipes and water leaks. 5 Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted May 30, 2020 Author Share Posted May 30, 2020 (edited) Introducing a new enemy: the yellow Fratelli. He's not very intelligent at the moment, but I'm working on it. Skulls and bats will now have proper animations for spawning and de-spawning. Also fixed bugs with jumping and other behind the scenes stuff. Edited May 30, 2020 by cmadruga 3 1 Quote Link to comment Share on other sites More sharing options...
Kiwi Posted May 30, 2020 Share Posted May 30, 2020 I have a question. I noticed that the tile print slowly when going to another screen. Is that compression or tile coding technique? Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted May 30, 2020 Author Share Posted May 30, 2020 6 hours ago, Kiwi said: I have a question. I noticed that the tile print slowly when going to another screen. Is that compression or tile coding technique? I'd say the code at this point is just not optimized. Probably by tinkering with IF's I will already get some improvement. It's basically just reading DATA entries and putting tiles on screen after applying a color scheme. Along the way it will also initialize moving elements (enemy mobs, waterfalls, etc). Do you have a standard way of doing this kind of stuff that you'd say works fast? Quote Link to comment Share on other sites More sharing options...
artrag Posted May 31, 2020 Share Posted May 31, 2020 The screen command is faster but you can't process colors on fly Maybe you could disable the video during room building Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted May 31, 2020 Author Share Posted May 31, 2020 How would you disable the video? Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted May 31, 2020 Author Share Posted May 31, 2020 49 minutes ago, artrag said: The screen command is faster but you can't process colors on fly Maybe you could disable the video during room building How would you disable the video? Quote Link to comment Share on other sites More sharing options...
artrag Posted May 31, 2020 Share Posted May 31, 2020 (edited) In asm you just do not read the STICK register at $0020 during ISR. In order to have the screen on it has to be accessed every frame at VBLANK. If you do not do that, all STICK registers will be unavailable and the screen will stay off in the color of the border. Nanochess this question is for you! How to disable the screen in intybasic? ps I've added the request on github https://github.com/nanochess/IntyBASIC/issues/20 Edited May 31, 2020 by artrag Quote Link to comment Share on other sites More sharing options...
Kiwi Posted May 31, 2020 Share Posted May 31, 2020 17 hours ago, cmadruga said: I'd say the code at this point is just not optimized. Probably by tinkering with IF's I will already get some improvement. It's basically just reading DATA entries and putting tiles on screen after applying a color scheme. Along the way it will also initialize moving elements (enemy mobs, waterfalls, etc). Do you have a standard way of doing this kind of stuff that you'd say works fast? I was just curious. I did have to change the foreground bit color from the screen data in ROM to change the building in Mad Bomber. So I add or subtract the card number to change the color. if BDrop=1 then SCREEN my_screen if BGcolor=5 then #AddColor=0 else #AddColor=-4 'if BGcolor=11 then #AddColor=-4 if BGcolor=6 then #AddColor=$1000-1 if BGcolor=13 then #AddColor=-3 if BGcolor=12 then #AddColor=$1003 for i=0 to 139 '#MCard=0 #MCard=peek ($200+80+i) #MCard=#MCard+#AddColor poke $200+80+i,#MCard next i From here: http://wiki.intellivision.us/index.php?title=STIC Register $20 said active display strobe. I'm not sure if that blanks the screen. But, I think either @nanochess or @intvnut may have the answer. Quote Link to comment Share on other sites More sharing options...
artrag Posted May 31, 2020 Share Posted May 31, 2020 Carlos, with the side effect of stopping the music and anything else on the ISR, you could try ASM DIS to disable interrupts (and so STICK access) and ASM EIS to enable it again 2 Quote Link to comment Share on other sites More sharing options...
+nanochess Posted May 31, 2020 Share Posted May 31, 2020 Currently there is no way to disable/enable the screen except using ASM DIS and ASM EIS like ARTRAG says but the side-effect is the background music interrupted. This is because the video interrupt routine always kicks the port to keep the screen enabled. 1 Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted May 31, 2020 Author Share Posted May 31, 2020 What do you guys think of this video? Please observe the time to transition screens. Would you say this is acceptable, or should I keep squeezing? 1 Quote Link to comment Share on other sites More sharing options...
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