Retrospect Posted January 22, 2021 Share Posted January 22, 2021 * Robots Of Death 2 * The Robots have taken humans for experimentation aboard their space-station in a galaxy quite far away. Control: Control laser-base with Joystick-1 in four directions. Use fire button to shoot missile. Care must be taken turning, as laser-base will advance in direction you turn. Things to watch out for: The walls, they're electrified. The robots are not nice and they don't like visitors. XY Zappers. They're really just autonomous guards, they fire missiles that only humans and you can be killed by. Screaming Skulls. These horrible things can pass through walls and cannot be killed. They will chase you relentlessly. Shooting the humans. Try not to do this as you get 25 points for rescuing them. In zone 1, the Zappers will move but very rarely fire. After zone 1 they fire randomly. Scoring in the game: Robots 10 points each Rescue humans 25 points each A high score is kept on the title screen Note; There are 99 zones to get through, each with a horde of 16 robots, XY zappers, and randomly a Screaming Skull. The game is completed when the player has destroyed the last robot in zone 99. Rescue as many humans as you can. Your player base will automatically warp into the next zone upon shooting the last Robot in that zone, so make sure you've rescued the humans first (if you can!) Credits: Magellan (and it's creators/maintainers) for making it easy to do the graphics. Senior Falcon for the compiler Tursi for Classic-99 which this was developed /playtested on Rasmus for JS99er which enabled my Chromebook-fanatical friend to playtest the game at his house. Music on title screen was blatantly stolen from "The Sound Of Club Kinetic Vol.2" This game is Public Domain and I encourage hosting and sharing of it. GAME-X < Extended Basic game. RUN "DSK1.GAME-X" GAME-E,GAME-F,GAME-G < Editor/Assembler opt.5 files. 14 Quote Link to comment Share on other sites More sharing options...
Omega-TI Posted February 10, 2021 Share Posted February 10, 2021 When is the cartridge .BIN going to be released? Quote Link to comment Share on other sites More sharing options...
Omega-TI Posted February 10, 2021 Share Posted February 10, 2021 Damn, I was a little late to the party on this game, but it's fast paced and great. A definite keeper! Good job! 1 Quote Link to comment Share on other sites More sharing options...
Airshack Posted February 10, 2021 Share Posted February 10, 2021 58 minutes ago, Omega-TI said: When is the cartridge .BIN going to be released? ROD2_8.bin Robots of Death just keeps getting better and better! Super nice! For some reason I thought the voice synth was not usable with Harry's Compiler? I do believe it's working in this game:) Is there a Pause feature? I can't imagine surviving 99 consecutive levels of this in real life. 4 2 Quote Link to comment Share on other sites More sharing options...
Omega-TI Posted February 10, 2021 Share Posted February 10, 2021 25 minutes ago, Airshack said: ROD2_8.bin Robots of Death just keeps getting better and better! Super nice! Thanks @Airshack! I've added it to the repository under "Newer Homebrews & Ports". 1 Quote Link to comment Share on other sites More sharing options...
Omega-TI Posted February 10, 2021 Share Posted February 10, 2021 @ti99iuc do you know if a cartridge label has been made for this game yet? Quote Link to comment Share on other sites More sharing options...
Omega-TI Posted February 10, 2021 Share Posted February 10, 2021 Oh, BTW attached is the 512K version is someone want to slap it into a FinalGROM. ROD512K.BIN 3 Quote Link to comment Share on other sites More sharing options...
ti99iuc Posted February 10, 2021 Share Posted February 10, 2021 @Omega-TI I haven't one for it still Quote Link to comment Share on other sites More sharing options...
jrhodes Posted February 10, 2021 Share Posted February 10, 2021 9 minutes ago, Omega-TI said: Oh, BTW attached is the 512K version is someone want to slap it into a FinalGROM. ROD512K.BIN 512 kB · 1 download I don't get what these 512k versions of some games are? They work with the finalgrom, or some other cart hardware? I usually just download the *_8.bin versions and put it on my FG99. Quote Link to comment Share on other sites More sharing options...
Omega-TI Posted February 10, 2021 Share Posted February 10, 2021 1 hour ago, jrhodes said: I don't get what these 512k versions of some games are? They work with the finalgrom, or some other cart hardware? I usually just download the *_8.bin versions and put it on my FG99. Yes, the 512K versions work in the FinalGROM, BUT if someone wants to burn a 49F040 chip for an UberGROM, the image has to be 512K for it to work properly. The game is kind of neat, so I figured a couple of people might want to burn a dedicated cartridge from an easily downloadable image suitable for the task. 2 Quote Link to comment Share on other sites More sharing options...
Omega-TI Posted February 10, 2021 Share Posted February 10, 2021 2 hours ago, ti99iuc said: @Omega-TI I haven't one for it still I guess I'll add that to my "to do" list then. 1 Quote Link to comment Share on other sites More sharing options...
Omega-TI Posted February 10, 2021 Share Posted February 10, 2021 Well, this is what I came up with in the last few minutes... I'm sure someone else can do better, but until then, the PNG is attached below... 4 1 Quote Link to comment Share on other sites More sharing options...
Retrospect Posted February 11, 2021 Author Share Posted February 11, 2021 Glad people are enjoying the game! I never thought about a pause function, that would have been nice I suppose. Love the label 1 Quote Link to comment Share on other sites More sharing options...
Retrospect Posted February 11, 2021 Author Share Posted February 11, 2021 Regarding the speech working in compiled; I found that if I tried to use certain methods of speech, it didn't work at all. If we try ; CALL SAY("#TRY AGAIN#") this will not work. Basically anything with a "#" won't function. Quote Link to comment Share on other sites More sharing options...
Retrospect Posted February 11, 2021 Author Share Posted February 11, 2021 I don't know what this site is but my game is on it?! https://mechanism.fr/getRecord.php?id=702 Quote Link to comment Share on other sites More sharing options...
Airshack Posted February 11, 2021 Share Posted February 11, 2021 15 hours ago, Retrospect said: I don't know what this site is but my game is on it?! https://mechanism.fr/getRecord.php?id=702 Someone in France seems to have a retro gaming site with links to homebrews for all sorts of systems. My Korea game is listed as well. Guessing we have an AtariAger managing this site. 1 Quote Link to comment Share on other sites More sharing options...
Airshack Posted February 11, 2021 Share Posted February 11, 2021 16 hours ago, Retrospect said: "that would have been nice I suppose." When I read this I hear it in the voice of Mr. Burns from the Simpsons. 1 Quote Link to comment Share on other sites More sharing options...
+DuaneAL Posted February 12, 2021 Share Posted February 12, 2021 3 hours ago, Airshack said: When I read this I hear it in the voice of Mr. Burns from the Simpsons. Excellent! 1 Quote Link to comment Share on other sites More sharing options...
senior_falcon Posted February 12, 2021 Share Posted February 12, 2021 20 hours ago, Retrospect said: Regarding the speech working in compiled; I found that if I tried to use certain methods of speech, it didn't work at all. If we try ; CALL SAY("#TRY AGAIN#") this will not work. Basically anything with a "#" won't function. Not so. The program below works fine in XB and when compiled. 10 CALL SAY("#TRY AGAIN") 20 CALL SAY("#TEXAS INSTRUMENTS") 30 CALL SAY("#WHAT WAS THAT") But if you add the second pound sign as you have, then even though it works in XB, it will not work when compiled. From the manual: Speech has been added to the compiler. CALL SPGET works exactly like it does in XB. There are some minor differences in CALL SAY. The syntax is a bit more restrictive. Do not use leading spaces; only use one space between words; and do not append punctuation to words. Unlike in XB, .(period) +(positive) and -(negative) are pronounced. Commas can be used for a short pause both in XB and compiled like this: CALL SAY(“HELLO , , THERE”. More than one comma can be used for a longer pause. If a word is not found in the speech synthesizer's vocabulary, Extended BASIC will sound out the letters of the word. The compiler simply skips the word. If you want to say the letters “A B C” you should put spaces between the letters. CALL SAY(“A B C”) works the same in XB and compiled. An undocumented feature of XB is the use of # to consider a phrase as one word. Neither TEXAS nor INSTRUMENTS is in the speech synthesizer's vocabulary, but TEXAS INSTRUMENTS is. It can be spoken with CALL SAY(“#TEXAS INSTRUMENTS”) This also works with CALL SPGET(“#TEXAS INSTRUMENTS”,A$). 3 1 Quote Link to comment Share on other sites More sharing options...
Airshack Posted February 14, 2021 Share Posted February 14, 2021 On 2/11/2021 at 8:08 PM, senior_falcon said: Speech has been added to the compiler. This was news to me until I heard it speak in this excellent game. Good going Harry for including speech. Tutorial clarification appreciated. 3 Quote Link to comment Share on other sites More sharing options...
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