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You guys can thank UniWarS for this one... (Galaxian?)


PacManPlus

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so I listened to the arcade soundtrack...

 

Alien deaths and swoops in the arcade are on the same channel. When an alien dies, the swoop resumes in the same point it would have been had there been no alien death.

 

In this case, I think we can let swoops and alien deaths play simultaneously. 

 

The opening tune fits exactly into $Cx 1.79.  Lowest note is precisely A#4 (255 frequency on $Cx 1.79).  The alien deaths will also fit exactly.

 

This is gonna sound great!

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Hi Bob

you are crazy....damn good work.

Played this on real hardware with my Dragonfly cart.Maybe i found a bug??

While finishing the 2 nd wave....the game does not

change to the 3 rd wave....my player ship.. was still on the screen....but no enemies appeared.

I played about 1 hour,but i was not able to get this bug again.

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7 hours ago, x=usr(1536) said:

 

Confirmed - 9050 points after clearing all the aliens on stage 4, and seeing the same thing.

 

BTW: IIRC, default bonus ship was at 7000 points on the arcade game.  Pretty sure that's what mine was set to, but it was DIP-changeable.

 

 

Hi again guys!

 

(BTW I changed the bonus ship value to 7000 points)...  I have a feeling that is wave 4 (when the "next pattern" message was supposed to appear - but I took that out)...  I'll fix that.

 

Also, I'm in the middle of changing the enemy rotation bitmaps from 24 to 16; I'll post it when it's done before I do anything else so I can get some feedback.

 

Thank you!

 

*EDIT - I was able to get to level 9 without the issue happening :( I wonder if one of the changes I made recently resolved the issue without me knowing it...  When I post the new version we will see.

Thanks again

Edited by PacManPlus
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Wow, cool stuff. I'm one of the concerto users who has a coin flip whether a game works or not on it yet, but on the 3rd boot, this worked! Hooray!

 

My first home video game that I owned myself was Galaxian on the 2600, so any rendition of it, even a hack of another game gets a special place in my heart.

 

I get the same wave freeze as others experienced, so hopefully your next version has patched that up, looking forward to it!

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Hi Guys!!!  and thank you!

 

Here is the next WIP.  What I've changed:

- Attract mode score table has the colors corrected, flashing 'charger' points with the Flagship show all points alternating.

- Changed the 24 position rotation to 16 for all enemy ships, now they will turn correctly (once I implement it) when leaving the flock.

- Squeezed out 3 more tiles (the 4th one is empty) to move the Flagship higher in the score table.

 

What I still need to do:

- Sounds (looks like it will be Pokey, and will be handled by @Synthpopalooza ) :) 

- Tweak the shot frequency, dive frequency, flight path

- Code the alternate point values for the Flagship (when diving with escorts)

- Animate 'leaving the flock' so the enemy moves up and around instead of just spinning in place

 

Please let me know if the 'no new level' bug is still there; I was able to get to level 9...  If it does, please let me know if anything odd happened; what you were playing it on, etc.

 

Thanks guys!

Bob

Galaxian.A78 Galaxian.BIN

Edited by PacManPlus
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2 hours ago, PacManPlus said:

Please let me know if the 'no new level' bug is still there; I was able to get to level 9...  If it does, please let me know if anything odd happened; what you were playing it on, etc.

I was able to get to level 9 (repeated this three times) and after that level the next wave does not start (video attached). I also had one occurrence where I had one enemy left at the top of the screen, but was able to clear the screen and move onto the net level. Unable to recreate the lone enemy.

 

<Edit> I only played on Normal difficulty using actual hardware via DragonFly multicart.

 

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35 minutes ago, Mikebloke said:

I've also had the issue still crop up. On easy mode, first and second screen was fine but never moved onto third screen

Same here. I had one enemy remaining at the top of the screen in the second wave. I destroyed it before it could begin an attack swoop but the game never went onto the third screen. But otherwise this is hella impressive for a couple days. Wow. :) 

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Thanks guys!

 

I think I found it.  Please let me know if this issue still happens (I was finally able to get it to happen, but now I can't) :)  It had to do if you shot one mid-air, but only under certain conditions.  (This won't happen in UniWarS - it has to do with my re-working of the source code).

 

Please let me know, and thank you! :)

Galaxian.A78 Galaxian.BIN

Edited by PacManPlus
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Thanks Guys!

 

@Synthpopalooza - I'd really like to keep this "one or the other", as my attempts to write an audio driver that uses both Pokey and TIA have not resulted in success (too many cycles).

 

So two things:

- I'm guessing nobody minds the change from 24 rotational positions to 16?

- Nobody is getting the 'no new level' bug any more?

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1 hour ago, PacManPlus said:

So two things:

- I'm guessing nobody minds the change from 24 rotational positions to 16?

- Nobody is getting the 'no new level' bug any more?

If you didn't mention the rotational change, I don't think I would have ever known or noticed. I don't mind it at all.

Each level keeps appearing and progressing with the latest build.

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Lost track of what level I was on, but not too shabby of a game...

 

GAL20210117.PNG.abf01069e705d18ef851b1c0d00a5df7.PNG

 

...granted, nothing to write home about either.

 

Really a wonderful job, the animation looks great, rotational turns and all.  Of course, looking forward to the updated sounds.  Currently, I keep thinking I'm constantly picking up the bonus items in 2600 Lock 'n' Chase. :-D

 

If possible, although not "Arcade" accurate, any chance of a continuous firing option being available? 

 

Perhaps it can be selectable at the menu option screen, and maybe an indicator on screen to show it's enabled in-game.  The latter not so much of a necessity, but to keep it honest for those who are playing traditionally and continuous pressing the button to fire, instead of just holding down the button.

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Oh, wow Bob! This surprise is as unexpected as it is welcome, I can't wait to try it, Galaxian is a milestone that for years I had hoped to see on the 7800 and in 320 mode! Thanks a lot, Bob! :-D

 

1 hour ago, PacManPlus said:

@Defender_2600 - you're slipping, man!   I thought for sure you'd be here with explosion bitmaps after my mentioning it in my first post!

Yes, I missed this discussion while I was intrigued by some graphics for Bomberman but I am honored to be mentioned.... this time you beat me to it. :P  Ok, it's time for some 7800 Galaxian... :)

 

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4 hours ago, PacManPlus said:

So two things:

- I'm guessing nobody minds the change from 24 rotational positions to 16?

- Nobody is getting the 'no new level' bug any more?

I don’t mind the rotation either.

 

I just played 5 games (3 Normal / 2 Hard Difficulty) and the bug did not show up?

764653AF-75E3-4812-AA07-8D20D65A9F7E.jpeg

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Hey guys!  Thank you, you are all too cool 8) 

 

Another WIP update.  This time I have the 'leaving the flock' animation done.

 

What I have left:

- Sounds (looks like it will be Pokey, and will be handled by @Synthpopalooza )  

- Tweak the shot frequency, dive frequency, flight path

- Code the alternate point values for the Flagship (when diving with escorts)

- Somehow implement the level counter (might have to be up top) - Thanks Trebor for reminding me of that. :D 

Galaxian.A78 Galaxian.BIN

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Let's see what I can knock out tonight.

 

There's been some mods made to your sound code, thanks to some help from @RevEng and  @mksmith

 

1.  Sounds will now play at same speed in PAL or NTSC

 

2.  A MUTEMASK kludge has been implemented for note rests (not needed here, but we had discussed this in other projects)

 

3.  A RESETPOLY routine, for stabilizing sounds if using $Cx mod 3 settings (also not needed here).

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2 minutes ago, Synthpopalooza said:

Let's see what I can knock out tonight.

 

There's been some mods made to your sound code, thanks to some help from @RevEng and  @mksmith

 

1.  Sounds will now play at same speed in PAL or NTSC

 

2.  A MUTEMASK kludge has been implemented for note rests (not needed here, but we had discussed this in other projects)

 

3.  A RESETPOLY routine, for stabilizing sounds if using $Cx mod 3 settings (also not needed here).

I'm check-over the changes from Darryl for the MUTEMASK/RESETPOLY (one of those!) and I'll send you the latest source Bobby.

 

Nice work again Bob!

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First one in:

 

Start jingle!

 

AUDCTL=$50

 

0 - silent

1 - $Cx 16-bit using mod 3

 

I don't think the RESETPOLY code is needed, at these high frequencies the notes sound really stable.

 

Emulation:  Prosystem plays this 100% to real hardware, A7800 will not ... this is the same setting used for the "Have You Played Atari Today" jingle.

 

Thoughts, please?

galaxian-start.A78 galaxian-start.asm galaxian-start.bin galaxian-start-450.asm

galaxian-start-450.A78 galaxian-start-450.bin

Edited by Synthpopalooza
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