PacManPlus Posted January 10, 2021 Author Share Posted January 10, 2021 Finally... RC1 is HERE!!!! Everything is code complete; everything from this point on is bug fixes. Let me know what you guys think, and of course if you find anything. Thanks, guys! Blob UniWarS.A78 UniWarS.BIN 9 6 Quote Link to comment Share on other sites More sharing options...
+llabnip Posted January 10, 2021 Share Posted January 10, 2021 33 minutes ago, PacManPlus said: Let me know what you guys think, and of course if you find anything. I think I'll be playing some UniWarS tonight!! 1 Quote Link to comment Share on other sites More sharing options...
+x=usr(1536) Posted January 10, 2021 Share Posted January 10, 2021 Looks good! Not seeing any obvious bugs or other issues so far. Noticed that the high score now displays without the garbage character, but the leading zeroes are gone. Was this intentional? 2 Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted January 10, 2021 Author Share Posted January 10, 2021 Yes 2 Quote Link to comment Share on other sites More sharing options...
phattyboombatty Posted January 11, 2021 Share Posted January 11, 2021 Thank you Bob! This game is phenomenal. Just tried it out on my CC2 using the following entry in my MENU.TXT file (use spaces instead of tabs for MENU.CC2 file): 7800: UniWarS (RC1) UNIWARS 7800_32K78QUICK And it works beautifully! I don't recall playing this game in any arcade BITD, but I may have dropped a quarter into it. Whatever the case, I think this is loads better than 7800 Galaga, and indeed more fascinating! Thanks again Bob for bringing these rare classics to our beloved console in true arcade glory! 1 Quote Link to comment Share on other sites More sharing options...
+llabnip Posted January 11, 2021 Share Posted January 11, 2021 Fun! Three quick observations: 1. I suck at the game. 2. Why is there no "ground line" on the first stage? I assume it's to match the arcade but it's odd to see it come in on stage 2. 4. Copyright is 2020 which is probably correct but not sure if you update on release or if you keep original WiP date. 1 Quote Link to comment Share on other sites More sharing options...
+Trebor Posted January 11, 2021 Share Posted January 11, 2021 I need much more practice... 5 Quote Link to comment Share on other sites More sharing options...
+DrVenkman Posted January 11, 2021 Share Posted January 11, 2021 1 minute ago, Trebor said: I need much more practice... Ditto. My best so far is about 5,300 or so. 3 Quote Link to comment Share on other sites More sharing options...
+sramirez2008 Posted January 11, 2021 Share Posted January 11, 2021 Love all the SFX. Been playing over an hour and have not come across any bugs. I've gotten better, but only on EASY mode. This game is hard, but I really like it. Thanks for choosing to make this game Bob.? 1 1 Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted January 11, 2021 Author Share Posted January 11, 2021 10 hours ago, llabnip said: Fun! Three quick observations: 2. Why is there no "ground line" on the first stage? I assume it's to match the arcade but it's odd to see it come in on stage 2. 4. Copyright is 2020 which is probably correct but not sure if you update on release or if you keep original WiP date. 2. I understand why they did it; it would get in the way of the diving 'mosquitos'. Notice on none of the other stages that the enemies share the same vertical position as the player(s). Only the first stage. 4. I was going to change it, but being OCD I like that the port is exactly 40 years from the original. Thank guys! 5 Quote Link to comment Share on other sites More sharing options...
+llabnip Posted January 11, 2021 Share Posted January 11, 2021 One potentially very small issue...when I get to the "NEXT WAVE" text, moving my ship left seems to leave the nose-cone of the ship lagging... that is, it appears to be staggered trailing behind the rest of the ship. Could be my emulator - but just in case... 1 Quote Link to comment Share on other sites More sharing options...
+x=usr(1536) Posted January 11, 2021 Share Posted January 11, 2021 (edited) 36 minutes ago, llabnip said: One potentially very small issue...when I get to the "NEXT WAVE" text, moving my ship left seems to leave the nose-cone of the ship lagging... that is, it appears to be staggered trailing behind the rest of the ship. Could be my emulator - but just in case... Confirmed - I can replicate this using a Concerto. FWIW, it's happening for me if moving right or left. The effect that I'm seeing is that the missile on the player ship's nosecone (i.e., the missile that the ship fires) trails the movement of the ship itself by about 1 pixel, making it look as though it's shifting left or right. Edited January 11, 2021 by x=usr(1536) 1 Quote Link to comment Share on other sites More sharing options...
raz0red Posted January 11, 2021 Share Posted January 11, 2021 Loving this game! One thing I noted is that if you die right when the level ends, you do not lose your ship. For example, on the first stage if you let the last enemy fly into you. Maybe that is the way the arcade game works? Thanks, Chris 1 Quote Link to comment Share on other sites More sharing options...
+llabnip Posted January 11, 2021 Share Posted January 11, 2021 Just encountered something really odd... had played like 5 or 6 games in a row with no problems then started the game and on the first wave there were 4 alien ships left. Two were in descending formation and two were staying up top. I went to shoot the lower of the "stay" aliens and as soon as I hit one, the other one also exploded and the two descending formation aliens disappeared and immediately re-appeared at the top of the screen and started a new descent. It all happened very quickly... I'm trying to reproduce without success. 1 Quote Link to comment Share on other sites More sharing options...
+llabnip Posted January 11, 2021 Share Posted January 11, 2021 After 4 more tries - I just got something very like it again... 4 aliens on screen and I hit one of the "stay up top" guys and one of the descending ones disappeared and re-appeared about 30 pixels to the left and started to descend again. 1 Quote Link to comment Share on other sites More sharing options...
+ZeroPage Homebrew Posted January 11, 2021 Share Posted January 11, 2021 ZeroPage Homebrew will be playing the updated version of UniWarS on Tuesday's (Jan 12, 2021) stream LIVE on Twitch at 6PM PT | 9PM ET | 2AM GMT! Hope everyone can watch! Twitch Stream: https://www.twitch.tv/zeropagehomebrew/ Games: UniWarS (WIP Update | 7800) by Bob DeCrescenzo @PacManPlus Bomber Hero (WIP | 7800) by Anthony Quinlan @TwentySixHundred Knight Guy On Board: 30 Squares Of Fate (WIP Update | 7800) by Vladimir Zuñiga @vhzc Rikki & Vikki (Retail | 7800) by Osman Celimli @TailChao, Music by @RushJet1 3 Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted January 11, 2021 Author Share Posted January 11, 2021 Hi Guys! Ok, I have my list of four bugs (the three listed above plus one I found): - Shot lagging behind the player when moving - (First Wave): Flying enemy shifting horizontal position when becoming one of the last 3 enemies (that's when I have it set to not fly back to the 'flock') - (First Wave): Last enemy kills player, player does not lose a life. - ...and one that I found I will try and have these done before tomorrow night's show. Thank you! Bob 5 Quote Link to comment Share on other sites More sharing options...
+x=usr(1536) Posted January 11, 2021 Share Posted January 11, 2021 (edited) 1 hour ago, PacManPlus said: - (First Wave): Last enemy kills player, player does not lose a life. I just checked how both of the (non-bootleg) Irem versions in MAME deal with this, and noticed something subtle. Let the final alien on the first screen ram into your ship. The lives counter will not decrement, and the warp sequence will play as usual. At the start of the next stage, the lives counter will change to reflect the ship that was killed off at the end of the previous stage, but not until the player's ship is on the screen and under the player's control. Dunno if it's worth trying to implement that or not, and I didn't try it on other level transitions so have no idea if it will behave the same way later in the game, but figured it was worth mentioning. Quote - ...and one that I found Do tell Edited January 11, 2021 by x=usr(1536) Quote Link to comment Share on other sites More sharing options...
+Trebor Posted January 11, 2021 Share Posted January 11, 2021 BTW... This... And This... Nice try, IREM...I don't think so. 3 Quote Link to comment Share on other sites More sharing options...
The Usotsuki Posted January 12, 2021 Share Posted January 12, 2021 The Japanese title of the game is 銀河帝国の逆襲, and that, too, is an obvious reference: the Japanese title of ESB is 帝国の逆襲. "The Galaxy Empire Strikes Back" is actually an accurate translation of the Japanese title of the game. 2 Quote Link to comment Share on other sites More sharing options...
+x=usr(1536) Posted January 12, 2021 Share Posted January 12, 2021 7 hours ago, The Usotsuki said: The Japanese title of the game is 銀河帝国の逆襲, and that, too, is an obvious reference: the Japanese title of ESB is 帝国の逆襲. "The Galaxy Empire Strikes Back" is actually an accurate translation of the Japanese title of the game. Right, but the copyright date on UniWarS is same as the year of theatrical release of ESB. The translation's accurate, but Irem was definitely going for a little bit of riding the coattails of name recognition. 1 Quote Link to comment Share on other sites More sharing options...
The Usotsuki Posted January 12, 2021 Share Posted January 12, 2021 1 hour ago, x=usr(1536) said: Right, but the copyright date on UniWarS is same as the year of theatrical release of ESB. The translation's accurate, but Irem was definitely going for a little bit of riding the coattails of name recognition. Which still works in Japanese. Quote Link to comment Share on other sites More sharing options...
+x=usr(1536) Posted January 12, 2021 Share Posted January 12, 2021 13 minutes ago, The Usotsuki said: Which still works in Japanese. Yes - we're in agreement on that one Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted January 12, 2021 Author Share Posted January 12, 2021 Hi guys: Just wanted to come in here quickly and post the latest version, RC2. I got up early this morning to look at these before work. Fixed: - Shot lagging behind player (at least I think this one is fixed; it looks that way) - Flying enemy suddenly shifting over horizontally when it's the last few enemies on level - Last enemy kills player and ship is not lost - Game over on wave 1 (mosquitos), screen does not clear of enemies - When switching players in a two player alternating game, the enemies do not divebomb for player 2. The show is tonight, so if any of you have time (please), go through two players if you can. I will be testing again tonight after work. Thanks, Bob UniWarS.A78 UniWarS.BIN 5 Quote Link to comment Share on other sites More sharing options...
+llabnip Posted January 12, 2021 Share Posted January 12, 2021 Hey Bob - looks like there's some kind of debug info or similar in the middle where the high-score would go. It stars off blank but a few seconds into playing the first level and it populates and looks like possibly HEX values. 1 Quote Link to comment Share on other sites More sharing options...
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