+mksmith Posted November 13, 2021 Author Share Posted November 13, 2021 3 minutes ago, desiv said: Just to let you know what I am seeing on my CC2, I took the .a78 file and stripped the header and it worked with the 128k 16k Pokey mapper I tried. (Not sure if the game has Pokey sounds, but it was the same mapper that I used on another game and I just copy/pasted the line and changed the rom file name for my first attempt.) As for the game, that's a fun game. Great concept. And those colors? Definitely Spectrum... Thanks for testing it out! Yeah the current build does have a pokey tune playing during the game - it's located at @450 rather than @4000 but I think the CC doesn't play pokey at that address. Yeah the original is a Speccy game but I first saw the c64/vic conversion. It's probably most closest to the Vic version due to the screen resolution. Quote Link to comment Share on other sites More sharing options...
+mksmith Posted November 13, 2021 Author Share Posted November 13, 2021 I'm just testing having the font loaded into the same bank as the title and instructions. It has make a significant difference (on my Concerto cart) to the character bit cycling but not fully fixed it. I've tried a few other builds of games using this cart format including Millie & Molly, Arkanoid, Keystone Kapers and a couple of other things I have created which still do have minor cycling for me so it must be an inherit thing currently. It's going to take a couple of hours of juggling to include various fonts across the banks but as it's makes a difference happy to configure it up for the next build. Quote Link to comment Share on other sites More sharing options...
desiv Posted November 13, 2021 Share Posted November 13, 2021 6 minutes ago, mksmith said: Thanks for testing it out! Yeah the current build does have a pokey tune playing during the game - it's located at @450 rather than @4000 but I think the CC doesn't play pokey at that address. As my memory isn't great anymore, even for something I just did a couple of hours before ;-), I got up and went to look up what banking file I used. 128R16PK.BNK 0x46 128K Supergame, 16K RAM $4000-$7FFF, POKEY at $0450 And there was music playing, so the Pokey worked! 2 Quote Link to comment Share on other sites More sharing options...
+-^CrossBow^- Posted November 13, 2021 Share Posted November 13, 2021 The DF cart will only work with .A78 ROMs that contain the header information. That is how it knows what cartridge type to emulate. But... now that you say that, I could try something... Nope...same thing. I copied the header info from another game in development that is similar to try and get the same results. So the header information is correct and it is something else within the game code. What I could do since I have it, is to try and load it up on my Mateos cart as it is small enough to fit on it and should be supported. Quote Link to comment Share on other sites More sharing options...
+mksmith Posted November 13, 2021 Author Share Posted November 13, 2021 Hi all, A new release is available in the first post: Re-arranged the fonts and tiles to no longer be located in the 16K Ram area Initialised all of the 16K ram ($4000-$7fff) and adjusted the memory allocations Removed the read references to palette registers Updated the DL ram for extra memory Thanks for the feedback and testing - hopefully this one will work a little better. I'll have a look at the controllers for the next release along with some new tunes coming from Synthpopalooza. 6 Quote Link to comment Share on other sites More sharing options...
+-^CrossBow^- Posted November 13, 2021 Share Posted November 13, 2021 Yeap, the latest release is working on the DF cart with the RAM enabled. Excellent! Thank you! 1 Quote Link to comment Share on other sites More sharing options...
OldStyle Posted November 13, 2021 Share Posted November 13, 2021 5 hours ago, Pat Brady said: Another possibility: push the left button to switch to the left magnet, and the right button to switch to the right magnet (both latching). I'd say have the buttons control up/down only for the right magnet and leave the joystick for the left. Might be awkward but it does give independent control to both sides. Nice work on the port @mksmith and the usual suspects! 1 Quote Link to comment Share on other sites More sharing options...
+sramirez2008 Posted November 13, 2021 Share Posted November 13, 2021 Confirming that latest ROM is working with Dragonfly cart. Sounds great too? 1 Quote Link to comment Share on other sites More sharing options...
desiv Posted November 13, 2021 Share Posted November 13, 2021 And the latest is still working on the CC2... As for the control scheme, it is interesting... I still sometimes get mixed up moving the right magnet with the current scheme, but I am thinking I would get the hang of it if I played more. So I'm OK with it the way it is. But the thought of using the joypad (I'm using the Eurocontroller) for up/down on the left and the buttons for up/down on the right sounds like it might work really well with a pad... 1 Quote Link to comment Share on other sites More sharing options...
jstrotha0975 Posted November 13, 2021 Share Posted November 13, 2021 I tested out the Concerto .a78 file on A7800 emulator and it works fine. 1 Quote Link to comment Share on other sites More sharing options...
gambler172 Posted November 14, 2021 Share Posted November 14, 2021 a nice game,but changing between the magnets is horroble. 1 Quote Link to comment Share on other sites More sharing options...
+mksmith Posted November 14, 2021 Author Share Posted November 14, 2021 5 hours ago, gambler172 said: a nice game,but changing between the magnets is horroble. It was a tricky one as the game is really designed for keyboard. The control support on the c64/vic version was up/down for left and right/left for the right which was felt really bad. We tried a few variations such as using left/right or fire to change focus then up/down to move the focused magnet but we found the current one to be the quickest. I'll will try adding some of the suggestions and see if that helps some players. Quote Link to comment Share on other sites More sharing options...
+TrekMD Posted November 15, 2021 Share Posted November 15, 2021 Looks like a cool game. How about using dual joystick for the magnet control? At least, as an option. Quote Link to comment Share on other sites More sharing options...
desiv Posted November 15, 2021 Share Posted November 15, 2021 40 minutes ago, TrekMD said: Looks like a cool game. How about using dual joystick for the magnet control? At least, as an option. That is one of the options currently... 2 Quote Link to comment Share on other sites More sharing options...
+Trebor Posted November 15, 2021 Share Posted November 15, 2021 Select "One joystick" for the option of holding a button down to control the right magnet and release the button to control the left magnet. Fans of using a single button joystick, I.E. CX40, can do so without issue, though works with dual independent 2-button controllers too. Otherwise, select "Two joysticks" and Player 1 controller moves the left magnet while Player 2 controller moves the right magnet. 6 1 Quote Link to comment Share on other sites More sharing options...
+TrekMD Posted November 15, 2021 Share Posted November 15, 2021 2 hours ago, desiv said: That is one of the options currently... Excellent! Quote Link to comment Share on other sites More sharing options...
Cousin Vinnie Posted November 15, 2021 Share Posted November 15, 2021 I cant past the first board. How many levels are included in the game? 1 Quote Link to comment Share on other sites More sharing options...
+Trebor Posted November 15, 2021 Share Posted November 15, 2021 1 hour ago, Cousin Vinnie said: I cant past the first board. How many levels are included in the game? The game consists of 4 planets each containing 6 levels. Level number decreases as the robot descends each screen. There are 28 screens, as the first 'entry' screen for a planet is labeled LVL6, and the last screen (board) with the lava pit is labeled LVL0. 2 Quote Link to comment Share on other sites More sharing options...
BydoEmpire Posted November 16, 2021 Share Posted November 16, 2021 What a cool game! It's challenging, but that's not a bad thing. I like the music, too. 3 1 Quote Link to comment Share on other sites More sharing options...
+mksmith Posted November 16, 2021 Author Share Posted November 16, 2021 1 minute ago, BydoEmpire said: What a cool game! It's challenging, but that's not a bad thing. I like the music, too. Yeah it s fun challenge for sure. Synthpopalooza has some more music coming soon which sounds fantastic! 7 Quote Link to comment Share on other sites More sharing options...
+mksmith Posted November 17, 2021 Author Share Posted November 17, 2021 On 11/13/2021 at 10:45 AM, Pat Brady said: In one-joystick mode, both buttons switch control to the right magnet, but only while the button is depressed (momentary). It feels very asymmetric to me. IMO it would feel more natural to latch, so that when a button is pressed it switches to the other magnet until the button is pressed again. Since 7800 controllers have two buttons, you could make one latching and the other momentary. EDIT: very nice conversion otherwise. Hi Pat - I've implemented this suggestion in the next build so let me know you thoughts (once it goes up shortly). 1 Quote Link to comment Share on other sites More sharing options...
+Yurkie Posted November 17, 2021 Share Posted November 17, 2021 On 11/9/2021 at 9:14 PM, AtariBrian said: I bet people would like at least a cart or cart/manual of it, I know I would want one. I would never speak for Al but perhaps he would love to add a game like this to his 7800 library. ☺️ mksmith you could allow Albert to make us carts, like he will for any game, and I'm sure a artist will post a label here. 1 Quote Link to comment Share on other sites More sharing options...
+mksmith Posted November 17, 2021 Author Share Posted November 17, 2021 Hi all, A new update is available in the first post with the following changes: Added a second in-game tune which plays alternate levels (thanks @Synthpopalooza) Update the controller for the One Joystick option - button 1 will temporarily switch magnets (whilst held down) and button 2 will now alternatively switch (latch) to the other magnet (thanks @Pat Brady) Optimised the explosion routine to better handle the 8 sprites Added a proper game over state for future use Minor clean-ups 7 Quote Link to comment Share on other sites More sharing options...
+mksmith Posted November 17, 2021 Author Share Posted November 17, 2021 On 11/15/2021 at 11:28 PM, Cousin Vinnie said: I cant past the first board. How many levels are included in the game? Sorry @Cousin Vinnie missed you post from earlier this week. There are 4 planets (levels) each containing 6 screens. 2 hours ago, Yurkie said: mksmith you could allow Albert to make us carts, like he will for any game, and I'm sure a artist will post a label here. I'm not sure this one is really worthy of a full cart release but Al has some other plans for sales which we might consider but we'll see. 3 Quote Link to comment Share on other sites More sharing options...
Cousin Vinnie Posted November 17, 2021 Share Posted November 17, 2021 (edited) 5 hours ago, mksmith said: Sorry @Cousin Vinnie missed you post from earlier this week. There are 4 planets (levels) each containing 6 screens. I'm not sure this one is really worthy of a full cart release but Al has some other plans for sales which we might consider but we'll see. Dude- whaddya talking about- ALWAYS release these things on cart. I'm still waiting on MILLY AND MOLLY on cart bro Edited November 17, 2021 by Cousin Vinnie 2 Quote Link to comment Share on other sites More sharing options...
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