+atari2600land Posted September 6, 2020 Share Posted September 6, 2020 In case you don't read the homebrew discussion forum, for the past year or so, I've been working on a little game of mine called MidSpace. Maybe you've heard of it, maybe not. But I really would like to see this game released in the AtariAge store, as I worked really hard on it and I think it deserves to be in it. Albert has apparently put me on ignore, so I can't reach him. It's not like I consistently try to, I think the last time I was still working on it. But I think the game is finished, and I'm bored and I want something 2600y to work on. So anyway, please download my game and give me feedback. Just some simple feedback. Stuff I can improve on. Or if you find a bug, tell me about it. midspace34.bin 2 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 7, 2020 Author Share Posted September 7, 2020 I worked all night on an improved version. Let me know if you find any bugs. midspace35.bin 1 Quote Link to comment Share on other sites More sharing options...
Prizrak Posted September 7, 2020 Share Posted September 7, 2020 For those of you who wish to have a link back to the original thread: https://atariage.com/forums/topic/294195-midspace-atari-2600/@atari2600land if you would like could you send me a txt file of your instructions for the game so I can include it will your game on PlusCart.Sent from my SM-N960U using Tapatalk 1 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted September 7, 2020 Share Posted September 7, 2020 I gave the latest version a try. It plays pretty well, and it's cool that you have a titlescreen and theme music for a 2K game. I'm not fond of the enemy shoot noise personally, and I'd probably also get rid of having to press fire after each player death - it takes away from the action feel of the game, IMO. Finally, the enemy missiles seem to originate from behind the enemies when they are coming from the right side. If Albert isn't interested in putting this in the AA store, there are other publishers that might be. Honestly though, there are other games by you that I would personally rather see on cart. E.g. Castle of Doom (last released bin is here), which is great fun, and quite a challenge. I like the infinite retries for each level - it makes it less frustrating. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 7, 2020 Author Share Posted September 7, 2020 Changes... The enemy shoot noise. Tried to fix the missile coming from behind the enemy on the right side. Fixed a rather annoying bug about garbage coming on the bottom of the screen for a split second after an enemy has been shot that was on real hardware and not emulator. "MIDSPACE" now has a different font, I rounded the corners on the P, C, and E to match the M and S which already did. And I lowered the word. I might give Castle of Doom another reboot here soon when I'm done with this game. midspace36.bin 2 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 8, 2020 Author Share Posted September 8, 2020 I fixed a bug pertaining to the color of the middle bar. I also made the game's title change color. midspace37.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 9, 2020 Author Share Posted September 9, 2020 In my game, I have this code: lda #<(pretzelGFX + pretzel_HEIGHT - 1) sec sbc PlayerY+0 sta Player0Ptr lda #>(pretzelGFX + pretzel_HEIGHT - 1) sta Player0Ptr+1 jmp POLoop4 DrawCashew: ldx ItemType cpx #240 bcs DrawCereal lda #<(cashewGFX + cashew_HEIGHT - 1) sec sbc PlayerY+0 sta Player0Ptr lda #>(cashewGFX + cashew_HEIGHT - 1) sta Player0Ptr+1 jmp POLoop4 DrawCereal: lda #<(cerealGFX + cereal_HEIGHT - 1) sec sbc PlayerY+0 sta Player0Ptr lda #>(cerealGFX + cereal_HEIGHT - 1) sta Player0Ptr+1 Seems kind of wasteful to have three separate sprite 0 drawing parts. Can I just have one and put the data in "a" into a variable and then just have one sprite 0 drawing part? If so, how would I do that? I tried and I couldn't make it work. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 9, 2020 Author Share Posted September 9, 2020 Just noticed the unevenness of the color bands in the letters. After trying for about 90 minutes to fix it, I give up. midspace38.asm Quote Link to comment Share on other sites More sharing options...
Prizrak Posted September 9, 2020 Share Posted September 9, 2020 Just noticed the unevenness of the color bands in the letters. After trying for about 90 minutes to fix it, I give up. midspace38.asmBinary?Sent from my SM-N960U using Tapatalk Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 9, 2020 Author Share Posted September 9, 2020 There's nothing different except 38 is just me trying (and failing) to fix the problem. Quote Link to comment Share on other sites More sharing options...
+Karl G Posted September 10, 2020 Share Posted September 10, 2020 If you get in the habit of counting cycles during your visible screen, it will save you a lot of time and headaches when it comes to issues like this. Otherwise you are forever shifting things around by tiny amounts, and hoping for the best. Once you are used to it, counting cycles doesn't really take any significant amount of time, either. Far less than the time you gain back from debugging. Quote Link to comment Share on other sites More sharing options...
+Karl G Posted September 10, 2020 Share Posted September 10, 2020 Along with counting cycles, this timing chart is invaluable (in case you were not already aware of it). 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 13, 2020 Author Share Posted September 13, 2020 After trying again for a few hours, I think I finally got this correct. midspace38.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 14, 2020 Author Share Posted September 14, 2020 Fixed a bug about the word that doesn't happen with an emulator. I made it centered while I was at it. midspace39.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 1, 2020 Author Share Posted October 1, 2020 I give you...version 41! Changes: The chances the speed of the cashew or pretzel will be faster increases at 200 points and again at 400. Different sound effect for getting a cereal piece Enemy missiles won't go away when an enemy is hit, it can still hit your ship. Let me know what you all think. I have 5 bytes left. midspace41.zip 2 Quote Link to comment Share on other sites More sharing options...
vitoco Posted October 2, 2020 Share Posted October 2, 2020 Is it normal that I have to press the trigger to be attacked? (it might be my fault... I have changed some Stella configs in the past and probably one of them is not as expected) Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 2, 2020 Author Share Posted October 2, 2020 When you die, you need to press fire for the game to resume. Quote Link to comment Share on other sites More sharing options...
vitoco Posted October 2, 2020 Share Posted October 2, 2020 4 hours ago, atari2600land said: When you die, you need to press fire for the game to resume. So I'm always dying... ? I haven't figured out on how to use my USB gamepad in Stella. I think I need a Stelladaptor. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 4, 2020 Author Share Posted October 4, 2020 Version 43. Worked a lot with the colors. I wanted to make the title fade in and out, like a pulsing effect, brighter and darker over and over again. I finally saw my problem I was having. It had to do with the FlashTimer variable not being reset whenever the b&w/color switch was pressed. I changed the b&w mode colors. I can change stuff, but if I were to add things, something would have to go because I have 0 bytes left. In version 42, I changed the title because I wasn't liking how it looked. I don't like the fact that the title now has a space between the D and S, but I had to make it this way since it looked the best. midspace43.bin 1 Quote Link to comment Share on other sites More sharing options...
JeremiahK Posted October 5, 2020 Share Posted October 5, 2020 (edited) Nice game! I think it plays very well and looks great. The title screen and music are impressive for a 2K game. I noticed the score font is 3x5, and since you are using the playfield to display it, you have to store 2 copies of the digits, one being flipped. A couple years ago I did a project with a similar font, and I was able to find a way to store both tables of graphics into the same table. What I did was overlap a mirrored copy in between the 2 forward copies. Looking at a single byte in the table, here are all the bits numbered: %76543210 Bits 765 and 321 hold regular forward copies as usual. Bits 543 hold a mirrored version of the same graphics. In order to display a set of reversed characters, you would need to shift the copies into place before ORing them together. Since you have 10 digits, the table is 50 bytes, but with the extra overhead to handle the mirrored copies, it would probably save you 30ish bytes. (Although I did notice there is an extra 11th character which wouldn't work with this method...) I just wanted to mention it in case you wanted to free up a little space. Edited October 5, 2020 by JeremiahK 1 Quote Link to comment Share on other sites More sharing options...
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