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"Harpy's Curse" - A MetroidVania for the 7800 (Beta version now available!)


Revontuli

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1 hour ago, Karl G said:

I think 7800basic is supposed to auto-magically detect if a save device is uninitiated, and then initialize it, but I had some issues with that when I tried, so I created my own routine. 

OK - I think I got it.  I didn't seem to have trouble with the hardware (or JS7800, for that matter), just A7800 with HSC. 

 

This version looks for a byte I'm not using in the save data, and initiallizes everything to 0 if it's $FF.  *Hopefully* shouldn't initialize anyone's games (I did some tests on A7800 to make sure).  Always a good reasons to save your password as well :)

 

HarpysCurse_9_13_2023_Beta8_SaveKey.bas.a78

HarpysCurse_9_13_2023_Beta8_SaveKey.bas.bin

 

Since I'm prioritizing a hardware/physical cart release, I didn't check on the A7800/HSC setup until now, my apologies!

 

Otherwise, I haven't gotten any frustrated forum posts yelling at me, so I can only assume no one's gotten to the second quest yet :) 

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New Beta for the weekend - mainly cosmetic bug fixes (returning to the title screen from the credits shouldn't show a glitch frame, hopefully), plus a some little updates for the second quest.

 

Save-enabled ROMs for those with save peripherals for their 7800s and SD Carts (or A7800 and HSC setup):

HarpysCurse_9_16_2023_Beta9_SaveKeyTest.bas.a78

HarpysCurse_9_16_2023_Beta9_SaveKeyTest.bas.bin

 

Save-less ROMs for more emulator-friendly play:

 

HarpysCurse_9_16_2023_Beta9_NoDevice.bas.a78

HarpysCurse_9_16_2023_Beta9_NoDevice.bas.bin

 

Also realize I haven't posted one of these in a while, here's the most recent compile readout:

 

7800basic v0.29 Aug  9 2023 20:58:51

*** (): INFO, bank #3, GFX Block #0 starts @ $A000
        symbol_or8 Enemies_or8
*** (): INFO, bank #3, GFX block #0 has 832 bytes left (52 x 16 bytes)


*** (): INFO, bank #3, DMA hole #0 starts @ $B000
        DMA hole code found and imported


*** (): INFO, bank #4, GFX Block #0 starts @ $A000
        PasswordIcon_Bossbank PasswordIcons_BossBank_or8
        BossBeast_Head_or8 BossBeast_Heads_or8 BossBeast_0_or8
        BossBeast_0_or8_tallsprite_00 BossBeast_1_or8
        BossBeast_1_or8_tallsprite_00 BossBeast_2_or8
        BossBeast_2_or8_tallsprite_00 BossBeastFlipped_0_or8
        BossBeastFlipped_0_or8_tallsprite_00 BossBeastFlipped_1_or8
        BossBeastFlipped_1_or8_tallsprite_00 BossBeastFlipped_2_or8
        BossBeastFlipped_2_or8_tallsprite_00
*** (): INFO, bank #4, GFX block #0 has 576 bytes left (36 x 16 bytes)


*** (): INFO, bank #4, DMA hole #0 starts @ $B000
        DMA hole code found and imported


*** (): INFO, bank #7, GFX Block #0 starts @ $A000
        alphabet_8_wide scoredigits_8_wide SkyGradient_or8
        TitleScreenColumns_or8 PasswordIcon_or8 PasswordIcons_or8
        Star_or8 ExtraSaveGameTags_or8 Cloud_or8 HarpyTitle_1_or8
        HarpyTitle_1_or8_tallsprite_00 HarpyTitle_2_or8
        HarpyTitle_2_or8_tallsprite_00 HarpysCurseTitle_or8
        HarpysCurseTitle_or8_tallsprite_00 single_mirror_or8
*** (): INFO, bank #7, GFX block #0 has 0 bytes left (0 x 16 bytes)


*** (): INFO, bank #7, DMA hole #0 starts @ $B000
        DMA hole code found and imported


*** (): INFO, bank #8, GFX Block #0 starts @ $E000
        scoredigits_8_wide_tilemap_or8 extraSprites_or8
        tileset_Updated_or8 herodown1 HarpyFrames_or8
        KeysAndFeathers_or8 shot_or8
*** (): INFO, bank #8, GFX block #0 has 0 bytes left (0 x 16 bytes)


7800basic compilation complete.
User-defined 7800.asm found in current directory
   stack allowance: 6 nested subroutines.
   the canary is situated at: $1eb
   3996 bytes of ROM space left in the main area of bank 1.
   197 bytes of ROM space left in the main area of bank 2.
   5428 bytes of ROM space left in the main area of bank 3.
             248 bytes of ROM space left in DMA hole 0.
   177 bytes of ROM space left in the main area of bank 4.
             248 bytes of ROM space left in DMA hole 0.
   388 bytes of ROM space left in the main area of bank 5.
   841 bytes of ROM space left in the main area of bank 6.
   0 bytes of ROM space left in the main area of bank 7.
             84 bytes of ROM space left in DMA hole 0.
   (tracker song 'captainokane' used  148 bytes)
   (tracker song 'tamlin' used  304 bytes)
   (tracker song 'winfanfare' used  32 bytes)
   (tracker song 'gnoss4' used  506 bytes)
   (tracker song 'ogive4' used  55 bytes)
   (tracker song 'vexations' used  88 bytes)
   (tracker song 'gym1' used  161 bytes)
   (pokeysound module is using  245  bytes of rom)

 WARNING: High score support is enabled, but the hiscorefont.png was
  NOT imported with incgraphic. The high score display code
  has been omitted from this build.

  (hiscore module is using  708  bytes)
   964 bytes of ROM space left in the main area of bank 8.
   (7800vox module is using  315  bytes)
   (tracker module is using  814  bytes)
     $6000 to $7fff used as zone memory, allowing 67 display objects per zone.
     777 bytes left in the 7800basic reserved area.

Complete. (0)

 

Bank 7, where I handle the menus, is the tightest squeeze.  Level data is now spread across banks 2,3,4,5, and 6 with the level loading system in centered in bank 2.  Bank 8 is accessible all the time, so it's where I stuck most of the data I'd want easy access to (and any modules/extensions).  Bank 6 has my POKEY music data (largely uncompressed and simply sequenced, but it's my first game to use POKEY), plus level data and some logic areas to free up the crowded out Bank 7.  I kept bank 6 open until I started messing with POKEY audio, and it was a nice "spare room" to fit odds and ends.  Bank 1 is the core game logic, branching to banks 3 (for normal levels and enemies) and 4 (for boss battles) for final frame rendering and any level- or boss-specific logic.

 

I'm trying to wrap this one up before PRGE, so post any feedback, bugs, opinions on the background colors, etc. soon if you can! 

 

 

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Tonight's update - some more minor fixes (and I'm at the point where I'm afraid fixing something will break something else, so I've been playing through the game a good chunk of the weekend).

 

This current ROM is meant for hardware and peripheral testing, so it'll probably only work well on emulators like A7800 or an SD cart:

 

HarpysCurse_9_17_2023_BetaA_SaveKey.bas.a78

HarpysCurse_9_17_2023_BetaA_SaveKey.bas.bin
 

 

Finally got around to updating the firmware on my 7800GD - it's what I'm using for a cartridge "dress rehearsal."  POKEY music is now coming through, although the quality of my old AV cable is very questionable and buzzy. 

 

Anyone else able to listen to the POKEY audio on an SD cart like the DragonFly or 7800GD on a physical 7800?   Is the audio coming through OK (i.e. no buzzing or "bad" echoes)?  I'm curious if this is a larger issue on my end...

 

(also tempted to offer a cookie to the first person who posts a screenshot from the second quest... :) )

Edited by Revontuli
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I'm now at that phase in bug testing where I'm tempted to add little features as I fix and adjust the smaller stuff.  Some more cosmetic bugs fixed, some additional sounds (check out the Siren Feather when used underwater, for instance), and some color adjustments in the 3 possible endings to the game.

 

SaveKey/AtariVox compatible ROMs (SD Cart or A7800/HSC emulator recommended):

 

HarpysCurse_9_20_2023_BetaG_SaveKey.bas.a78

HarpysCurse_9_20_2023_BetaG_SaveKey.bas.bin

 

Password Only (more emulator friendly):

 

HarpysCurse_9_20_2023_BetaG_NoSave.bas.a78

HarpysCurse_9_20_2023_BetaG_NoSave.bas.bin

 

Happy hunting!

2ndQuest_2.thumb.png.4176a98bfffb064d6f89dd738a349599.png

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