Ninjabba Posted November 19, 2021 Share Posted November 19, 2021 Perfect! I think I have an idea to work on 2 Quote Link to comment Share on other sites More sharing options...
Igor Posted November 20, 2021 Author Share Posted November 20, 2021 So since this is a jam, I'm going to kick it off with sharing my idea for the game. The running title is "Zombie Attack", basically a more simplified Plants vs Zombies game. What's everyone thinking of making? This is a very early mock up done in GIMP... 1 Quote Link to comment Share on other sites More sharing options...
retro_fan Posted November 20, 2021 Share Posted November 20, 2021 Someone is asking here about a Lynx ASM template for ca65 (with regards to the jam): https://old.reddit.com/r/retrogamedev/comments/qwy6ha/lynxjam_2021_annual_atari_lynx_handheld_game/ 1 Quote Link to comment Share on other sites More sharing options...
+karri Posted November 20, 2021 Share Posted November 20, 2021 6 hours ago, Igor said: So since this is a jam, I'm going to kick it off with sharing my idea for the game. The running title is "Zombie Attack", basically a more simplified Plants vs Zombies game. What's everyone thinking of making? Bats are scary. I go for Batman! Here is the 1st screenshot of Batman in action. 1 Quote Link to comment Share on other sites More sharing options...
Fadest Posted November 20, 2021 Share Posted November 20, 2021 7 hours ago, Igor said: So since this is a jam, I'm going to kick it off with sharing my idea for the game. ... What's everyone thinking of making? I'd love to make a game that play in the dark (so no graphisms...) Still wondering if audio is needed 1 Quote Link to comment Share on other sites More sharing options...
Igor Posted November 20, 2021 Author Share Posted November 20, 2021 A game without audio is scary Quote Link to comment Share on other sites More sharing options...
Fadest Posted November 20, 2021 Share Posted November 20, 2021 A game with MY audio is probably too scary for you 2 Quote Link to comment Share on other sites More sharing options...
+karri Posted November 20, 2021 Share Posted November 20, 2021 Hmm. Batman may be taken. How about Bathman? Is this a family friendly competition or can i cook a devil? Why the 32k limit when you cannot use the cart or eeprom? For the next year I suggest to skip memory limits. Just require the entry as a BLL *.o file. 4 Quote Link to comment Share on other sites More sharing options...
LordKraken Posted November 20, 2021 Share Posted November 20, 2021 Why the 32k limit when you cannot use the cart or eeprom? Well because if you limit the games to 32k, you can easily pack a bunch of them on a single cart 1 Quote Link to comment Share on other sites More sharing options...
Fadest Posted November 20, 2021 Share Posted November 20, 2021 A 34 or 36k game (or even a 40ko if yo udon't use double buffer, you can use more ram) also fits, as long as all assets are fully integrated into single .o file, it should qualify as guess. 2 Quote Link to comment Share on other sites More sharing options...
+karri Posted November 20, 2021 Share Posted November 20, 2021 17 minutes ago, Fadest said: A 34 or 36k game (or even a 40ko if yo udon't use double buffer, you can use more ram) also fits, as long as all assets are fully integrated into single .o file, it should qualify as guess. I would like my bat turn into a vampire and use animations. So space is sparce. 1 Quote Link to comment Share on other sites More sharing options...
LordKraken Posted November 20, 2021 Share Posted November 20, 2021 7 hours ago, Fadest said: A 34 or 36k game (or even a 40ko if yo udon't use double buffer, you can use more ram) also fits, as long as all assets are fully integrated into single .o file, it should qualify as guess. the .o must be 32k, then what you do in ram is up to you I guess 1 Quote Link to comment Share on other sites More sharing options...
Igor Posted November 20, 2021 Author Share Posted November 20, 2021 (edited) Yep the limit is so we can fit all the games on the one cart, if we knew ahead of time how many entries there would be, it would be more flexible, but that's what we have to work with Edit: Also yes, Batman can't be used as that would violate copyright/trademark and the rules of the jam Edited November 20, 2021 by Igor Quote Link to comment Share on other sites More sharing options...
LordKraken Posted November 21, 2021 Share Posted November 21, 2021 (edited) Nice to see already 8 people willing to participate! Hope we'll see a lot of entries this year again (Me and fadest convinced another french retrodev to join sorry guys, a lot of white flags this year again :D). Edited November 21, 2021 by LordKraken 2 Quote Link to comment Share on other sites More sharing options...
Fadest Posted November 21, 2021 Share Posted November 21, 2021 What coul be more scary that a bunch of french coders? 6 Quote Link to comment Share on other sites More sharing options...
42bs Posted November 21, 2021 Share Posted November 21, 2021 Vive la France ? Quote Link to comment Share on other sites More sharing options...
+karri Posted November 21, 2021 Share Posted November 21, 2021 3 hours ago, Fadest said: What coul be more scary that a bunch of french coders? Reducing the development time to less than 20 hours. French devs are known to wait for the last day and code like crazy. 1 2 Quote Link to comment Share on other sites More sharing options...
solo/ng Posted November 21, 2021 Share Posted November 21, 2021 On 11/20/2021 at 12:53 PM, LordKraken said: Well because if you limit the games to 32k, you can easily pack a bunch of them on a single cart but ~cant use samples : < would be perfect for this theme. 1 Quote Link to comment Share on other sites More sharing options...
42bs Posted November 21, 2021 Share Posted November 21, 2021 28 minutes ago, solo/ng said: but ~cant use samples : < would be perfect for this theme. You can compress them and play with only 6kHz. Or use byte beat. This produces often really scary noise 1 1 Quote Link to comment Share on other sites More sharing options...
solo/ng Posted November 21, 2021 Share Posted November 21, 2021 1 minute ago, 42bs said: You can compress them and play with only 6kHz. Or use byte beat. This produces often really scary noise Silent Hill'ish sounds! Hmm. :3 Quote Link to comment Share on other sites More sharing options...
+karri Posted November 22, 2021 Share Posted November 22, 2021 I may try some slow melody with echoes. As I did not get HandyMusic to work yet I go with Chipper. I wonder how to make fire sounds and howling wind. It is easy to do vocally. After some research in scary music I found French chansons. Too scary for me. So I am currently trying "Les copains d'abord". Sounds like pure torture imho. PS. Pay no attention to the bat. I am still learning to fly. bathman1.mp4 1 Quote Link to comment Share on other sites More sharing options...
therektafire Posted November 25, 2021 Share Posted November 25, 2021 Retro_fan, I was the one asking for the ca65 lynx template ? I've been looking around for a couple days since I want to try making a game for the jam and wanted to use ASM but was unsure of which tools I should be using to compile the game and assets etc. I was also hoping there would be some existing templates for stuff like hardware register defines like how the gb/gbc has hardware.inc and there is similar stuff for NES. And a lot of the preexisting tutorials and guides seem to be for C so that isn't terribly helpful in my case either lol. Any help with this stuff would be greatly appreciated Quote Link to comment Share on other sites More sharing options...
42bs Posted November 25, 2021 Share Posted November 25, 2021 (edited) 7 hours ago, therektafire said: Retro_fan, I was the one asking for the ca65 lynx template ? I've been looking around for a couple days since I want to try making a game for the jam and wanted to use ASM but was unsure of which tools I should be using to compile the game and assets etc. I was also hoping there would be some existing templates for stuff like hardware register defines like how the gb/gbc has hardware.inc and there is similar stuff for NES. And a lot of the preexisting tutorials and guides seem to be for C so that isn't terribly helpful in my case either lol. Any help with this stuff would be greatly appreciated ca65 is the backend for the cc65 and thus not very sophisticated. Edited November 25, 2021 by 42bs Quote Link to comment Share on other sites More sharing options...
+karri Posted November 25, 2021 Share Posted November 25, 2021 2 hours ago, 42bs said: ca65 is the backend for the cc65 and thus not very sophisticated. True. Also all the libraries are written in asm but to use them you need to use the C-stack. Your best bet is to use BLL and lyxasm if you want to code in asm. Here is a starting point for entering this competition. ca65template.zip This Makefile will compile all the required binaries for the competition. game.o, game.lnx and game.lyx In order to write your game in asm I would create a new file like level.s and add level.o to the list of objects. The makefile will compile your asm stuff into the binary. You can also start by coding something in C like: level.c and then you compile it to asm with make level.s If you then delete the level.c and continue developing level.s you have asm. Example: static void init() { tgi_install(&tgi_static_stddrv); joy_install(&joy_static_stddrv); tgi_init(); CLI(); } compiles to ; --------------------------------------------------------------- ; void __near__ init (void) ; --------------------------------------------------------------- .segment "CODE" .proc _init: near .segment "CODE" ; ; tgi_install(&tgi_static_stddrv); ; lda #<(_tgi_static_stddrv) ldx #>(_tgi_static_stddrv) jsr _tgi_install ; ; joy_install(&joy_static_stddrv); ; lda #<(_joy_static_stddrv) ldx #>(_joy_static_stddrv) jsr _joy_install ; ; tgi_init(); ; jsr _tgi_init ; ; CLI(); ; cli ; ; } ; rts .endproc 1 Quote Link to comment Share on other sites More sharing options...
+karri Posted November 25, 2021 Share Posted November 25, 2021 If you want to use sounds also then you need a few more files in your compilation. lynx-snd.s soundbs.mac extzp.inc And of course you need an exported music file with your masterpiece. Here is my work in progress sounds. LesCopainsDAboard.s In order to use them from my C-code. extern void lynx_snd_init(); extern void lynx_snd_pause(); extern void lynx_snd_continue(); extern void __fastcall__ lynx_snd_play(unsigned char channel, unsigned char *music); extern void lynx_snd_stop(); typedef struct { unsigned char *music0; unsigned char *music1; unsigned char *music2; unsigned char *music3; } song_t; extern song_t tune1; 1 Quote Link to comment Share on other sites More sharing options...
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