+eebuckeye Posted February 4, 2020 Share Posted February 4, 2020 Incredible! 1 Quote Link to comment Share on other sites More sharing options...
Gilbyph Posted February 17, 2020 Share Posted February 17, 2020 I'm been trying to get this game to work with MAME, but so far no luck. I have the file in my cartridges folder Both zipped and unzipped. Here is what the zip file looks like. But the game does not show up on my playable game list. Any suggestions? Quote Link to comment Share on other sites More sharing options...
+mizapf Posted February 17, 2020 Share Posted February 17, 2020 No, you have to supply the path name of the RPK to the cartridge slot, like mame ti99_4a -cart whatever/path/it/is/bnp.rpk The ZIPs are registered programs. The RPKs are not part of the software list. 2 1 Quote Link to comment Share on other sites More sharing options...
Gilbyph Posted February 17, 2020 Share Posted February 17, 2020 Got it! Thanks! The game is very well done! Great job PeteE! 2 Quote Link to comment Share on other sites More sharing options...
1980gamer Posted February 17, 2020 Share Posted February 17, 2020 I like it! It seems harder than most versions I have played. 50K for not bumping? I thought it was 20K? But that could just be from playing the Intellivision version to much! It is very hard to use the islands. But that just means I need to learn the timing for this version Also I am used to pressing Q for the fire key not the space bar. But once I found it, it was fine. Very Nice! 1 Quote Link to comment Share on other sites More sharing options...
PeteE Posted February 17, 2020 Author Share Posted February 17, 2020 23 minutes ago, 1980gamer said: It seems harder than most versions I have played. 50K for not bumping? I thought it was 20K? But that could just be from playing the Intellivision version to much! It is very hard to use the islands. But that just means I need to learn the timing for this version Also I am used to pressing Q for the fire key not the space bar. But once I found it, it was fine. Very Nice! Thanks for the feedback, and thanks for playing! Yes, I took the scoring from the arcade version, which may not have been the same as the intellivision. I do know you always get an extra car for zero smashed, and extra cars are every 30K. I'm not completely sure about the jumping distance, and not being able to control your speed in-air. Currently the car slows down right before landing, so it makes it a little difficult to hit your target (islands or other cars.) In later roads with the back-to-back bridge water sections, you can currently make it across both sections of water in a single jump, which may not be possible in other version. More playtesting may be required... Enter for jumping will also work. In classic99, the Tab key can be used as joystick 1 fire, and that's pretty close to the Q key. ? 5 Quote Link to comment Share on other sites More sharing options...
PeteE Posted February 29, 2020 Author Share Posted February 29, 2020 On 2/17/2020 at 1:58 PM, PeteE said: I'm not completely sure about the jumping distance, and not being able to control your speed in-air. Currently the car slows down right before landing, so it makes it a little difficult to hit your target (islands or other cars.) In later roads with the back-to-back bridge water sections, you can currently make it across both sections of water in a single jump, which may not be possible in other version. More playtesting may be required... I checked the arcade version in MAME and it is possible to clear the back-to-back bridge water section on road 4 in a single jump. So the jump distance and deceleration mechanics seem similar enough that I don't feel the need to change anything. I'm going to call this game finished. I hope to see it in the monthly high score competition someday. 10 Quote Link to comment Share on other sites More sharing options...
gekido_ken Posted March 2, 2020 Share Posted March 2, 2020 (edited) GREAT!!!! WOW!!! One of the my prefered arcade!!! But! Mr. ......can it possible to have a version DSK or for NANO PEB? (EA or XB) Edited March 2, 2020 by gekido_ken 1 Quote Link to comment Share on other sites More sharing options...
PeteE Posted March 4, 2020 Author Share Posted March 4, 2020 On 3/2/2020 at 9:48 AM, gekido_ken said: GREAT!!!! WOW!!! One of the my prefered arcade!!! But! Mr. ......can it possible to have a version DSK or for NANO PEB? (EA or XB) I have added bnp_ea5.dsk to the first post, which will work with Editor Assembler option 5 (use "DSK1.BNP", for example.) It works for me using classic99, but I don't have a nano to test. I took the cartridge image source code and changed the xdt99 BANK commands into AORG >2000, AORG >A000, etc. Then changed all the calls to the bank switch trampolines into direct branches, cleaned up any cross-bank-references, and added a terminator to the sprite list table to turn off sprites on the title screen (data left over from EA) and used xas99.py with the -i option to create the program files. 5 Quote Link to comment Share on other sites More sharing options...
PeteE Posted March 4, 2020 Author Share Posted March 4, 2020 I discovered the EA5 version from earlier today had messed up sounds and have uploaded it again, that's what I get for not listening to the audio (visually it looks fine, ship it!) The reason being the sound effect priorities are based on the address of the sound list, higher priority sounds have lower memory addresses. The motor sound was lowest priority in scratch ram at >83F8, whose address is greater than the sound lists in cartridge space >6000 to >7FFF. But now that the sound lists are in expansion RAM from >E000 to >FFFF, the motor sound now had highest priority. The fix was to move the motor sound after the others in expansion RAM. The motor sound dynamically changes pitch based on the speed, so that's why it can't live in cartridge ROM. At the end of each effect sound list, it uses the sound list loop address to switch to the motor sound address, so the motor sound starts playing again automatically when any sound effect stops. Lesson learned, too clever hacks will always come back to haunt me. 5 Quote Link to comment Share on other sites More sharing options...
gekido_ken Posted March 7, 2020 Share Posted March 7, 2020 Ok Mr. PeTeE, I've tryed DSK format on real TI99. When I use real cartridge Editor Assembler and Nanopeb all works fine, while if I use software version of EA loaded from DSK2, then option 5, DSK1.BNP, the game starts, but it crash at the end of 1st level...at check. I don't know in it is normal. Actually this is the report. Any way thanks for this present, the dsk format. Quote Link to comment Share on other sites More sharing options...
PeteE Posted March 7, 2020 Author Share Posted March 7, 2020 3 hours ago, gekido_ken said: Ok Mr. PeTeE, I've tryed DSK format on real TI99. When I use real cartridge Editor Assembler and Nanopeb all works fine, while if I use software version of EA loaded from DSK2, then option 5, DSK1.BNP, the game starts, but it crash at the end of 1st level...at check. I don't know in it is normal. Actually this is the report. Any way thanks for this present, the dsk format. Sorry, I don't know how to fix the problem when using disk-based EA. Normally a program file uses only the lower 8K or upper 24K of the expansion RAM, but the one I created uses all 32K - perhaps it is fighting over some area of RAM which corrupts part of the game after it is loaded. I'm glad it works with the Nanopeb though. 2 Quote Link to comment Share on other sites More sharing options...
gekido_ken Posted March 7, 2020 Share Posted March 7, 2020 One last observation. I noticed that compared to the arcade, if you hit the truck with the earth, there is no rebound. Also there is no yellow car. Are things possible to integrate in the final version? I ask because the game is gorgeous, and 98% compared to the arcade. I've joust made a videoreview (Italian language) 4 Quote Link to comment Share on other sites More sharing options...
PeteE Posted March 8, 2020 Author Share Posted March 8, 2020 1 hour ago, gekido_ken said: One last observation. I noticed that compared to the arcade, if you hit the truck with the earth, there is no rebound. Also there is no yellow car. Are things possible to integrate in the final version? I ask because the game is gorgeous, and 98% compared to the arcade. I've joust made a videoreview (Italian language It is my opinion that the player should not bounce after striking the dump truck. In an earlier version of the game, some cars were in fact yellow, but one of my play-testers complained that they were difficult to see. This is because the yellows on the TMS9918A chip are too similar to the gray color of the road. So I made them blue and purple instead. Thank you for the review video, it was very entertaining. I have tried to understand using the auto-translated captions. Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted March 10, 2020 Share Posted March 10, 2020 https://www.arcadeshopper.com/wp/#!/Bounce-N-Pounce/p/179773047/category=0 [emoji4] 6 Quote Link to comment Share on other sites More sharing options...
+acadiel Posted March 13, 2020 Share Posted March 13, 2020 On 2/3/2020 at 5:50 PM, PeteE said: No, I use the FinalGROM cartridge on my console. The bnp_8.bin file is a cartridge image, which can be placed on the SD card plugged into the FinalGROM, which maps it at the 8KB cartridge memory space at >6000. The FinalGROM supports banking, so additional data can be accessed, up to 512K. Bounce'n'Pounce uses 4 banks, for a 32KB cartridge image (which means it could work with the older FlashROM cart.) Could easily work on the Guidry boards too... and I have probably 20 of those sitting around waiting for a game 2 Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted March 13, 2020 Share Posted March 13, 2020 15 hours ago, acadiel said: Could easily work on the Guidry boards too... and I have probably 20 of those sitting around waiting for a game I'm using the red boards from JF for my carts the binary will need to be inverted to use the guidry boards.. Greg Quote Link to comment Share on other sites More sharing options...
ScorpioGr Posted April 26, 2020 Share Posted April 26, 2020 It Is Really Awesome!!! Thank You!!!!! 1 Quote Link to comment Share on other sites More sharing options...
+Steve Jones Posted July 18, 2020 Share Posted July 18, 2020 On 3/10/2020 at 2:16 PM, arcadeshopper said: https://www.arcadeshopper.com/wp/#!/Bounce-N-Pounce/p/179773047/category=0 Are there going to be any more of these available on your store? I missed them this time. Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted July 18, 2020 Share Posted July 18, 2020 Are there going to be any more of these available on your store? I missed them this time.Sure if something is out of stock just drop me an email and I'll let you know etaSent from my LM-V600 using Tapatalk 2 Quote Link to comment Share on other sites More sharing options...
ti99iuc Posted August 6, 2020 Share Posted August 6, 2020 (edited) http://www.ti99iuc.it/web/index.php?pageid=database_cerca&archivioid=333 Published the dedicated page on TI99iuc's website for this nice game, it also added into the GameRoom now ? THANKS PeteE!!! Edited August 6, 2020 by ti99iuc 5 1 Quote Link to comment Share on other sites More sharing options...
Tornadoboy Posted August 12, 2020 Share Posted August 12, 2020 I recently tried it through the MESS emulator and I've got to say you absolutely NAILED it! I'm a fan of the Colecovision port and I even own an actual BNJ arcade cab so I know the game well, great work on your part! Spoiler 5 Quote Link to comment Share on other sites More sharing options...
PeteE Posted August 13, 2020 Author Share Posted August 13, 2020 40 minutes ago, Tornadoboy said: I recently tried it through the MESS emulator and I've got to say you absolutely NAILED it! I'm a fan of the Colecovision port and I even own an actual BNJ arcade cab so I know the game well, great work on your part! Thanks, that means a lot! If you have a chance, please post your high score in this months competition thread. 2 Quote Link to comment Share on other sites More sharing options...
Vindex Posted February 14, 2021 Share Posted February 14, 2021 Don't works with classic99? Quote Link to comment Share on other sites More sharing options...
PeteE Posted February 14, 2021 Author Share Posted February 14, 2021 27 minutes ago, Vindex said: Don't works with classic99? Make sure your joystick is configured correctly. If set to keyboard, use arrow keys to move and tab to start/jump. 1 Quote Link to comment Share on other sites More sharing options...
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