TwentySixHundred Posted January 7, 2021 Share Posted January 7, 2021 Bomber Hero Latest Dev Build: bomber hero 20230111.78b.a78 23 Quote Link to comment Share on other sites More sharing options...
+Muddyfunster Posted January 7, 2021 Share Posted January 7, 2021 @TwentySixHundred This is a great start! I can't wait to see how this develops! 6 Quote Link to comment Share on other sites More sharing options...
BydoEmpire Posted January 7, 2021 Share Posted January 7, 2021 Awesome to see! 4 Quote Link to comment Share on other sites More sharing options...
SlidellMan Posted January 8, 2021 Share Posted January 8, 2021 So far, you have a bit of a foundation, but I think you should have added this to your mainloop: if switchreset then reboot That would eliminate the need to click restart on JS7800 or hard reset on BupSystem. 2 Quote Link to comment Share on other sites More sharing options...
TrekMD Posted January 8, 2021 Share Posted January 8, 2021 That looks good! Thanks for making this! 2 Quote Link to comment Share on other sites More sharing options...
Trebor Posted January 8, 2021 Share Posted January 8, 2021 A very nice first release and looking forward to seeing this develop! Fantastic that you are having fun with it as well. Thanks for sharing it! 3 Quote Link to comment Share on other sites More sharing options...
TwentySixHundred Posted January 8, 2021 Author Share Posted January 8, 2021 5 hours ago, SlidellMan said: So far, you have a bit of a foundation, but I think you should have added this to your mainloop: if switchreset then reboot That would eliminate the need to click restart on JS7800 or hard reset on BupSystem. Ah yes i have just noticed, usually im testing in ADS so forgot about the need as i test, quit make changes, reload and so forth. I will add a reset feature when back on my dev laptop later tonight. I already made a small bug fix last night with the breakable blocks and explosions. So that will be atleast two fixes and will probably make some more progress tonight then post a new build. Thanks for the heads up 2 Quote Link to comment Share on other sites More sharing options...
TwentySixHundred Posted January 8, 2021 Author Share Posted January 8, 2021 Ok so new build, i have changed a few things and made some improvements. Checks for the player position in regards to tile locations still isn't right so the code is inactive at the moment. I hope to nail it down soon in the near future, anyway this is what i have. Feature: System reboot on reset requested by Slidellman Bug fix: Explosion radius - blocks below would sometimes not destruct after explosions. Graphics: Breakable blocks have a different style Design: Map layout has slightly changed for a couple of reasons. 1) To accommodate score and other future HUD display. 2) Half tiles used on side boarder to compensate the space that would have otherwise been lost. That's about all i can remember for tonight as i was messing around with the player coord checks for the later half. Video Latest Build: bomber_hero_20210108.bas.a78 8 Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted January 9, 2021 Share Posted January 9, 2021 Looks good, I was gonna try it for my next project and I've been pondering the best way to do certain things for a while, I'm still gonna experiment with it just for fun ? 1 Quote Link to comment Share on other sites More sharing options...
SlidellMan Posted January 10, 2021 Share Posted January 10, 2021 As of the current build: -Sometimes, bricks that aren't near the explosion are destroyed. -The Ballom enemy and Bomberman have dark grey instead of white. Just wanted to mention that. Quote Link to comment Share on other sites More sharing options...
TwentySixHundred Posted January 11, 2021 Author Share Posted January 11, 2021 20 minutes ago, SlidellMan said: As of the current build: -Sometimes, bricks that aren't near the explosion are destroyed. -The Ballom enemy and Bomberman have dark grey instead of white. Just wanted to mention that. Thanks for the bug report about blocks being destroyed that aren't nearby. Yeah the colours is a known problem and i suspect JS7800 is detecting the ROM as PAL although im not why. It's correct with A7800, so i may have to make a bug report with JS7800 so it can be looked into. 1 Quote Link to comment Share on other sites More sharing options...
7800Knight Posted January 11, 2021 Share Posted January 11, 2021 Oh wow! Quite an achievement! 1 Quote Link to comment Share on other sites More sharing options...
TwentySixHundred Posted January 11, 2021 Author Share Posted January 11, 2021 So tonight i went bug hunting as to why the random blocks/tiles would get destroyed. I have nailed it down to a single routine after many tests and fairly sure i know why. Im suspecting a wrap-around effect with my math. The issue only occurs on the first vertical row of destructible tiles. It also only happens when the bomb is placed above the tiles rather then the side or below. So it's obviously the code im using for detecting what tiles are below the bomb, well (explosion radius). So if im right then i basically have two options: Option1: Write some hacky prevention code for that column to prevent wrap-around. Option2: Revert back to narrowing the mapsize like my previous build and use well thought out placement of walkable and non-walkable tiles. This of course means i lose one-two columns of walkable space. Im in need of some sleep and will have another look tomorrow to make sure i haven't overlooked anything. There is a chance im thinking my math is correct yet having a mental blank. I will say as of the moment id rather go with option 2, as i usually try to stay clear of hacky workarounds. From past experience they can snowball into a mess of continuous hacky workarounds trying to fix the previous prevention code that breaks something else. Anyway sleep for now ? 3 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 Bomber Hero 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 2 Quote Link to comment Share on other sites More sharing options...
TwentySixHundred Posted January 13, 2021 Author Share Posted January 13, 2021 So new build, with 4 more fixes since the ZPH stream. There is quite a few decent fixes here that really needed to happen. Also note that it's still possible to destroy only half a block if your explosion radius is a certain distance from the block. The bugfix listed is actually the critical bug causing a block to break that was nowhere near the bomb. Changelog: content: level framework and 5 levels added to the game with exiting doors feature: bomb button restrainer feature: reboot from gameover on joy0fire0 bugfix: incorrect blocks getting destroyed from explosions bugfix: player graphic glitch As always latest build here or first post bomberhero_20210114_144k.bas.a78 6 2 Quote Link to comment Share on other sites More sharing options...
+Muddyfunster Posted January 13, 2021 Share Posted January 13, 2021 Nice update 1 Quote Link to comment Share on other sites More sharing options...
SlidellMan Posted January 13, 2021 Share Posted January 13, 2021 This current build I just played is promising. Quote Link to comment Share on other sites More sharing options...
miker Posted January 13, 2021 Share Posted January 13, 2021 That half-block destroying looks very interesting. Also, balloms could not cross the bomb (or is it intentional?). Overall - nicely done. What next? Powerups maybe? Quote Link to comment Share on other sites More sharing options...
BladeJunker Posted January 15, 2021 Share Posted January 15, 2021 Hey cool to see any kind of Bomber on the 7800. Noticed you went larger for detail sake I'm guessing but with the tradeoff of 10 tiles per row instead of 16. Did a quickie conversion of what I could find in case you want some more arena room. The explosion debris stuff isn't great, not very good at that heh. I know it's early in development but have you thought about the upcoming QuadTari for some 4-Player matches? 2 Quote Link to comment Share on other sites More sharing options...
TwentySixHundred Posted January 15, 2021 Author Share Posted January 15, 2021 2 hours ago, BladeJunker said: Hey cool to see any kind of Bomber on the 7800. Noticed you went larger for detail sake I'm guessing but with the tradeoff of 10 tiles per row instead of 16. Did a quickie conversion of what I could find in case you want some more arena room. The explosion debris stuff isn't great, not very good at that heh. I know it's early in development but have you thought about the upcoming QuadTari for some 4-Player matches? Thankyou the sprites are looking good, i had gone with 16x16 due to the limitations of the system along with most NES sprites are 16x16. So they're basically a straight swap, however the 7800 has a tendency to stretch those sprites in 160A mode. I have had to modify all the sprites to make them scale to size, so in reality they aren't a straight swap but rather modified to fit to scale. Atleast Nintendo can't say i have stolen them haha. Anyway yes i know the half blocks is a pain and there is two ways around it. Firstly i have some code (not tested) that detects if any of the one bricks is destroyed then follows on to remove the other. I think that would work fine, or there is the traditional way that automatically places the bomb central to that tile block. On the NES and most bomberman games i have seen they use the later as it detects what tile block you're placing the bomb and centralizes it. Not sure exactly how they achieved that or what method im going with. It's something i will sit on for now and have a good think. Annoying but the game is still playable even with the bug once the player is mindful of it. As for Quadtari im really not sure yet, Lewis (Muddy) had mentioned it on the discord. Im not even sure whether 7800Basic supports it yet (may need to look into it). Two player on the other hand is on the bucket list and in the works. Multiplayer really is a must for a game like this as many only enjoy that mode over Singleplayer. I want both as not everyone has another person or 4 to play with so the game should be enjoyable in all forms. But yes two player battle mode will be implemented in a near release. Which also means i will need to get my A$$ into gear and design a title screen for the options ect. Lots of work to go and thanks for checking it out and sprites ? 2 Quote Link to comment Share on other sites More sharing options...
RushJet1 Posted January 15, 2021 Share Posted January 15, 2021 (edited) Saw this on the Zeropage video and thought it looked cool, and wondered if I could reproduce the Bomberman theme somewhat on the TIA, here's my shot at it so far (dies after the 7th frame though) bomber.bin Edited January 15, 2021 by RushJet1 8 Quote Link to comment Share on other sites More sharing options...
TwentySixHundred Posted January 15, 2021 Author Share Posted January 15, 2021 1 hour ago, RushJet1 said: Saw this on the Zeropage video and thought it looked cool, and wondered if I could reproduce the Bomberman theme somewhat on the TIA, here's my shot at it so far (dies after the 7th frame though) bomber.bin 4 kB · 1 download Wow that's incredible work using the TIA, sounds great. Music is my weak area with projects, im really liking the tunes ? 2 Quote Link to comment Share on other sites More sharing options...
+ZeroPage Homebrew Posted January 15, 2021 Share Posted January 15, 2021 10 hours ago, RushJet1 said: Saw this on the Zeropage video and thought it looked cool, and wondered if I could reproduce the Bomberman theme somewhat on the TIA, here's my shot at it so far (dies after the 7th frame though) As per usual with your compositions, I never thought that quality of music could ever be produced with a TIA! Incredible work! - James 3 Quote Link to comment Share on other sites More sharing options...
SlidellMan Posted January 15, 2021 Share Posted January 15, 2021 @BladeJunkerNice job at converting the NES sprites to the 7800's 160A mode. Quote Link to comment Share on other sites More sharing options...
+Muddyfunster Posted January 16, 2021 Share Posted January 16, 2021 8 hours ago, ZeroPage Homebrew said: As per usual with your compositions, I never thought that quality of music could ever be produced with a TIA! Incredible work! - James Seconded! fantastic. 1 Quote Link to comment Share on other sites More sharing options...
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